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Have a three way coming up.... now completed :)


nurglespuss

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EDIT:

 

OK guys I went with my army list, and managed to pull of a draw! (with the imperial guard player).

 

I had an objective, and he had one, and my last move took me to within 2inches of a second (needed to be within 1inch).

 

Stars of the game:

 

Wolflord and sky claws (just killed anything they hit - including a full mob of hard boys).

Land raider redeemer - survived the entire game unscathed - and was utilised like a proper transport, dropping off and picking up the small unit of blood claws and wolfguard, providing covering fire.

Dreadnought (rifle man) did much better than usual, mowing down men and orks all over the place!

Drop pod - I dropped the pod with dreadnought right in front of the imperial guard lines, in order to distract him from my exposed flank. The dreadnought took a few guardsmen but was silenced before he could assault, but the pod just would not die, and managed to slug out salvo after salvo into the packed imperial lines (and keep me covered).

 

Ratlings - man! in hard cover, in an elevated position, it took me ages to whittle these guys down!

Imperial officers - those orders are great, and really make the usually static guard far more dynamic!

Ork deff koptas are awesome, and their outflank makes them a particularly scary unit (even if its just psychological).

 

Useless unit - Long fangs. It wasn't really their fault, the long fangs were in the only viable position, in cover, but got mauled by high strength templates, and then tank shocked off the board.

 

 

 

Hi all,

 

Despite the amazingly dodgy title, its space wolves vs Imperial Guard vs Orks.

 

All I know is that the ork player will be taking a souped up battlewagon, and a lot of deth koptas. The imperial guard player will be taking storm troopers, exterminators and sentinels.

 

its 1750 pts apiece...

 

I've toyed with the idea of a rune priest, and a wolf guard battle leader, plus 2 grey hunter squads, a blood claws squad and razor back, sky claws, and long fangs....

 

But I also have the option of a landraider redeemer (would be its first game), and a drop pod... plus a unit of terminator wolf guard... (but i worry these would just die with little effect).

Expect the guard to win

 

Orks and wolfs will eat each other and the IG wil just shoot the rest. dont get tricked in to combat to soon, hope the ork goes for the guard

 

Id go pod, drop in the IG camp and watch the orks eat them after you die, just for fun, for winning, dont be agrasive and stay mobile so the list looks cool, but use the mobility to stay out of CC for a round or 2

You're facing two horde armies, one who's a CC expert and the other who likes to shoot you from afar. All i can say to help you really is engage the Ig as quuckly as you can in CC and take out all of his firepower as you can. Then with Orks shoot them as much as you can and engage them in CC on your terms.
Have a threeway coming up...

 

Only reason I opened the thread :lol:

 

 

Right...

 

Expect the Ork player to go for the Guard first, but attempt to hold you in place as he/she/it does so.

Don't put all your money on this though, as the battleplan never survives first contact with the enemy.

 

IG player will attempt to sit back and pick you both off, but will probably concentrate on the Orks given my first statement.

 

See, here you are help by facing fairly lightly armoured infantry horde-based armies.. So stocking up on flamers and the like is a must.

The Orks will just be Orks, whilst the IG player must take a cross section to take out a horde and armour.

Highly mobile units will be the key, mixed in with copious amounts of focused firepower. Use Rhino-mounted packs to your advantage to cut off isolated units and wipe them out (but don't get too excited to zip up close, make them come to you). Land Speeder Typhoons and Tornadoes provide highly mobile supporting firepower, and at their max range, don't have much to worry about from the Orks.

 

My recommendation is to take out as much of the Guard's long range firepower ASAP, take out the Ork fast units, and then sit back and either let them come to you, or kill each other, in which case you swoop in to finish them off.

 

One big thing to remember too is that you don't have to kill them if you win through objectives.

 

 

DV8

Reserve everything and hope youre army comes on 3rd turn. This way those Orks will have only the option of racing to those guards men, Orks will loose alot do to shooting and Guard will loose alot when the Orks hit assault, than its pretty much a mop up for you.

Aside from jokes that you should be more careful how you phrase your postings...here is some ideas...

 

2 Rune Priests: Living Lighting and Murd. Hurricane for one and JoWW and Living Lighting or Murd Hurricane for the other. this lets you go after light stuff with the living lighting and the Hurricane power can slow down an Ork Horde. JoWW if placed well could remove a few nasty Orks like *hint hint* Warboss and KFF Mek..

 

Either Mech up or Drop Pod. Depending on how you pod down you could do ok against one camp or the other. Getting close into IG is always ugly and then forces the IG to deal with you or the Orks heading in both of your directions.

 

Scouts, Scouts, Scouts...the IG player will hate you, melta gun, WG with combi melta and power fist with a power weapon or two and Wulfin...could even go melta bombs cripple his vehicles if he leaves an opening.

 

Speeders (melta and heavy flamer), deep strike..

 

Long Fangs with 5 missile launchers or 2 lascannons and 3 missiles should make both the IG and Orks sweat.

 

If your going Deathwinds in Pods take them to the Long Fangs. Also, you could use the pods to either block the Orks forcing them to stop to blow them up, which should kill a few more if they explode or drop them in IG lines to give cover saves due to the LOS rules.

 

Whirlwind or two isn't a bad choice..

 

Grey Hunters if your go Rhinos takes the one or both Rune Priest, take a WG with a combi melta and power fist, add one melta to the squad and mark of the Wulfin, coudl go combi flamer and flamer also if you think you may stick into the orks first.

 

Or drop pod them also, if you do this, flamers and combi flamers if you plan to land near orks (to me a bad idea) or near IG to use the melta on his armor.

 

Me, I would consider the drop pods...take about 6 roughly, 3 Grey Hunters, 3 Long Fangs...sprinkle in two Rune Priests and some speeders with scouts...drop the Long Fang ones with Deathwinds into the orks...pound them with deathwinds and slow the orks down forcing them to go around or blow them as as I said before. The rest of the pods slide down into the guard lines, use the IG as a buffer, sneak in with the scouts and cause havok to his area. Let the Orks spend their time dealing with the IG from the other side...then you clean up. I assume this is straight VPs or KPs and not objective based? If objective based, you can flex this around. Drop the Pods to slow the Orks, use the other pods to land on objectives and take cover using the pods and scenery. Use the scouts to rip into the IG lines with the Long Fangs. If the orks cluster together FRAG them.

Aside from jokes that you should be more careful how you phrase your postings...here is some ideas...

 

***Don't see why, its completely inoffensive, and contians no rude language etc. Its emrely how people choose to interpret it***

 

2 Rune Priests: Living Lighting and Murd. Hurricane for one and JoWW and Living Lighting or Murd Hurricane for the other. this lets you go after light stuff with the living lighting and the Hurricane power can slow down an Ork Horde. JoWW if placed well could remove a few nasty Orks like *hint hint* Warboss and KFF Mek..

 

***Yes thats a good idea. I was considering 2 rune priests, but think I will go Jaws and Murder/Jaws and Lightning.***

 

Either Mech up or Drop Pod. Depending on how you pod down you could do ok against one camp or the other. Getting close into IG is always ugly and then forces the IG to deal with you or the Orks heading in both of your directions.

 

***I don't have enough tanks to mech up unfortunately (razor back and landraider are it so far) but such a low level points game (relatively speaking) I think this should do OK***

 

Scouts, Scouts, Scouts...the IG player will hate you, melta gun, WG with combi melta and power fist with a power weapon or two and Wulfin...could even go melta bombs cripple his vehicles if he leaves an opening.

 

***I don't field scouts, I don't (personally) think they have ever fitted into the spacewolves 'fluff' in their current/last incarnation***

 

Speeders (melta and heavy flamer), deep strike..

 

***Lack speeders***

 

Long Fangs with 5 missile launchers or 2 lascannons and 3 missiles should make both the IG and Orks sweat.

 

*** I have 2 packs of long fangs, one with 2xplasma,1x missile, 1xlascannon and the other with 2 x missile and 1 xlascannon.***

 

If your going Deathwinds in Pods take them to the Long Fangs. Also, you could use the pods to either block the Orks forcing them to stop to blow them up, which should kill a few more if they explode or drop them in IG lines to give cover saves due to the LOS rules.

 

***Yeah I'll use the deathwind, but will drop the pod empty, I don't fancy the chances of anything surviving from exiting from a single pod (unless its a dreadnought....).***

 

Whirlwind or two isn't a bad choice..

 

***agreed, they are next on my shopping list***

 

Grey Hunters if your go Rhinos takes the one or both Rune Priest, take a WG with a combi melta and power fist, add one melta to the squad and mark of the Wulfin, coudl go combi flamer and flamer also if you think you may stick into the orks first.

 

***Yes that reminds me, I'll split the terminator wolf guard up into the squads (prob take 3 altogether).***

 

Or drop pod them also, if you do this, flamers and combi flamers if you plan to land near orks (to me a bad idea) or near IG to use the melta on his armor.

 

Me, I would consider the drop pods...take about 6 roughly, 3 Grey Hunters, 3 Long Fangs...sprinkle in two Rune Priests and some speeders with scouts...drop the Long Fang ones with Deathwinds into the orks...pound them with deathwinds and slow the orks down forcing them to go around or blow them as as I said before. The rest of the pods slide down into the guard lines, use the IG as a buffer, sneak in with the scouts and cause havok to his area. Let the Orks spend their time dealing with the IG from the other side...then you clean up. I assume this is straight VPs or KPs and not objective based? If objective based, you can flex this around. Drop the Pods to slow the Orks, use the other pods to land on objectives and take cover using the pods and scenery. Use the scouts to rip into the IG lines with the Long Fangs. If the orks cluster together FRAG them.

 

***Thanks for the advice :) really appreciated!***

Aside from jokes that you should be more careful how you phrase your postings...here is some ideas...

 

***Don't see why, its completely inoffensive, and contians no rude language etc. Its emrely how people choose to interpret it***

 

2 Rune Priests: Living Lighting and Murd. Hurricane for one and JoWW and Living Lighting or Murd Hurricane for the other. this lets you go after light stuff with the living lighting and the Hurricane power can slow down an Ork Horde. JoWW if placed well could remove a few nasty Orks like *hint hint* Warboss and KFF Mek..

 

***Yes thats a good idea. I was considering 2 rune priests, but think I will go Jaws and Murder/Jaws and Lightning.***

 

Either Mech up or Drop Pod. Depending on how you pod down you could do ok against one camp or the other. Getting close into IG is always ugly and then forces the IG to deal with you or the Orks heading in both of your directions.

 

***I don't have enough tanks to mech up unfortunately (razor back and landraider are it so far) but such a low level points game (relatively speaking) I think this should do OK***

 

Scouts, Scouts, Scouts...the IG player will hate you, melta gun, WG with combi melta and power fist with a power weapon or two and Wulfin...could even go melta bombs cripple his vehicles if he leaves an opening.

 

***I don't field scouts, I don't (personally) think they have ever fitted into the spacewolves 'fluff' in their current/last incarnation***

 

Speeders (melta and heavy flamer), deep strike..

 

***Lack speeders***

 

Long Fangs with 5 missile launchers or 2 lascannons and 3 missiles should make both the IG and Orks sweat.

 

*** I have 2 packs of long fangs, one with 2xplasma,1x missile, 1xlascannon and the other with 2 x missile and 1 xlascannon.***

 

If your going Deathwinds in Pods take them to the Long Fangs. Also, you could use the pods to either block the Orks forcing them to stop to blow them up, which should kill a few more if they explode or drop them in IG lines to give cover saves due to the LOS rules.

 

***Yeah I'll use the deathwind, but will drop the pod empty, I don't fancy the chances of anything surviving from exiting from a single pod (unless its a dreadnought....).***

 

Whirlwind or two isn't a bad choice..

 

***agreed, they are next on my shopping list***

 

Grey Hunters if your go Rhinos takes the one or both Rune Priest, take a WG with a combi melta and power fist, add one melta to the squad and mark of the Wulfin, coudl go combi flamer and flamer also if you think you may stick into the orks first.

 

***Yes that reminds me, I'll split the terminator wolf guard up into the squads (prob take 3 altogether).***

 

Or drop pod them also, if you do this, flamers and combi flamers if you plan to land near orks (to me a bad idea) or near IG to use the melta on his armor.

 

Me, I would consider the drop pods...take about 6 roughly, 3 Grey Hunters, 3 Long Fangs...sprinkle in two Rune Priests and some speeders with scouts...drop the Long Fang ones with Deathwinds into the orks...pound them with deathwinds and slow the orks down forcing them to go around or blow them as as I said before. The rest of the pods slide down into the guard lines, use the IG as a buffer, sneak in with the scouts and cause havok to his area. Let the Orks spend their time dealing with the IG from the other side...then you clean up. I assume this is straight VPs or KPs and not objective based? If objective based, you can flex this around. Drop the Pods to slow the Orks, use the other pods to land on objectives and take cover using the pods and scenery. Use the scouts to rip into the IG lines with the Long Fangs. If the orks cluster together FRAG them.

 

***Thanks for the advice :) really appreciated!***

 

Didn't say it was offensive! I was making a joke about a twist of words if you read that wrong. Guess the joke was lost in the warp! Heh...

 

*blink* Scouts don't belong in Space Wolves? Predators, flanking, not to theme? Sorry, have to disagree here. I thin your handicapping your army of a good tool by not taking them.

 

About long fangs, go buy another Devastator kit, mug some of the local players for spare Missile Launchers. You won't regret it.

 

To be honest, this is just general advice. If you posted your model inventory of what you have, perhaps we could help you get a better list together than some hodgepodge advice.

Have to agree with styx, Scouts will be a god send. If I were you I'd highly consider 2 Scout packs and really max them out for close combat efficiency with melta gear, an attached Wolf Guard and Battle Leader will turn them into a forces to be reckoned with.

 

Against 2 horde armies, like everyone else suggested the only way to give yourself a leg up is to take a somewhat less honorable approach and let the Orks and Guard duke it out so you can swoop in and mop up. Everything should only move via Rhinos and Razorbacks, Land Raiders and Drop Pods will be iffy because you'll have to deploy units first turn via Pods and Land Raiders are point sinks in 1750 games. 2 Long Fangs with Missile Launchers and a Whirlwind will be the perfect way to support your troops to the front line. I might even say that 2 Whirlwinds may be a moderately better choice because they can move and shoot unlike Long Fangs, but that depends on the board size where Long Fangs may not even need to move at all.

how about an all reserve/droppod army, and you try to go thirds?

this ways your opponents have to engage each other

 

The reserve/droppod combo is not a viable option. You dont want to be either sitting duck or a marathon walker. Reserve with Rhinos and Landraiders is a better option.

OK thanks guys (expecially Styx - apologies for not spottinghumour humour!!) <_<

 

Good points one and all, I've come up with so far:

 

rune priest

terminator armour

runic weapon

jaws of the world wolf

murderous hurricane

 

wolf lord

Belt of Russ

Wolf Claw x2

Saga of the Bear

Jump Pack

 

Wolf Guard x 3

terminator armour

chain fist

storm shield

terminator armour

power weapon

storm shield

terminator armour

2x wolf claws

 

dreadnought

extra armour

Drop Pod

death wind

 

dreadnought

twin linked autocannon

twin linked autocannon

 

grey hunters x 10

flamer

melta gun

power fist

 

grey hunters x 5

 

blood claws x 6

Razor Back

twin linked assault cannons

 

sky claws x 5

 

Long Fangs x 6

2 x plasma cannon

2 x lascannon

missile launcher

 

Land Raider Redeemer 240

 

TOTAL 1749

 

Thats it so far.....

 

Thats pretty much everything I've got, bar the second long fang squad, wolf guard/battle leader on bike with power fist, wolf priest, rest of wolf guard unit.

You got a sidebar of other models? Could you give us a shopping list to go with?

 

rune priest

terminator armour

runic weapon

jaws of the world wolf

murderous hurricane

 

*not bad, I think MH and Living Lighting are a better pair based on your opponents*

 

wolf lord

Belt of Russ

Wolf Claw x2

Saga of the Bear

Jump Pack

 

* Not my choice for a Wolf Lord, he is also with a VERY small unit, that is easy to target and take out. *

 

Wolf Guard x 3

terminator armour

chain fist

storm shield

terminator armour

power weapon

storm shield

terminator armour

2x wolf claws

 

*Another very small unit, easy to target and take out, even in a Raider, it gets disabled by a good shot, they are walking, then they are easy to pick off. Also, they would not survive a swarm of 30 orks...even with a 2+. *

 

dreadnought

extra armour

Drop Pod

death wind

 

*I assume multi melta and heavy flamer? Ditch the Deathwind.*

 

dreadnought

twin linked autocannon

twin linked autocannon

 

*Rifleman is good*

 

grey hunters x 10

flamer

melta gun

power fist

 

grey hunters x 5

 

*neither of these boys has a ride? I assume the squad of 5 has a flamer, should consider double up on meltas or take a WG with that power fist (extra attack, +1LD and option for a combi melta)

 

blood claws x 6

Razor Back

twin linked assault cannons

 

*Grey Hunters shoudl be inside, BCs should be in a large unit with a lord inside that Crusader for best inpact if your using that.*

 

sky claws x 5

 

*small, easy to die*

 

Long Fangs x 6

2 x plasma cannon

2 x lascannon

missile launcher

 

* Go 3 missile and 2 lascannon if you can. better for you. *

 

Land Raider Redeemer 240

 

*This will be target #1 for all heavy ranged stuff and klaws*

 

Also a second RP with MH and JOWW would be good. Two MC powers could pin down an ork army and let your Redeemer get close to do something. You need some more transports or you will never make it to the fight either.

You got a sidebar of other models? Could you give us a shopping list to go with?

 

***thats pretty much everything! barring characters, and a nother couple of longfangs.

 

rune priest

terminator armour

runic weapon

jaws of the world wolf

murderous hurricane

 

*not bad, I think MH and Living Lighting are a better pair based on your opponents*

 

***so perhaps change to jaws and lightening?

 

wolf lord

Belt of Russ

Wolf Claw x2

Saga of the Bear

Jump Pack

 

* Not my choice for a Wolf Lord, he is also with a VERY small unit, that is easy to target and take out. *

 

*** its not my usual wolflord choice :Troops: I usually go for thunder wolf, frost blade and storm shield, but I worried he would be quickly picked off!

 

Wolf Guard x 3

terminator armour

chain fist

storm shield

terminator armour

power weapon

storm shield

terminator armour

2x wolf claws

 

*Another very small unit, easy to target and take out, even in a Raider, it gets disabled by a good shot, they are walking, then they are easy to pick off. Also, they would not survive a swarm of 30 orks...even with a 2+. *

 

*** the wolf guard will be split between the units

 

dreadnought

extra armour

Drop Pod

death wind

 

*I assume multi melta and heavy flamer? Ditch the Deathwind.*

 

he has an assault cannon. Is the deathwind really that bad?

 

dreadnought

twin linked autocannon

twin linked autocannon

 

*Rifleman is good*

 

Yeah, I do love this chap, always kills something!

 

grey hunters x 10

flamer

melta gun

power fist

 

grey hunters x 5

 

*neither of these boys has a ride? I assume the squad of 5 has a flamer, should consider double up on meltas or take a WG with that power fist (extra attack, +1LD and option for a combi melta)

 

*** unfortunately I have no more rhinos etc.

 

blood claws x 6

Razor Back

twin linked assault cannons

 

*Grey Hunters shoudl be inside, BCs should be in a large unit with a lord inside that Crusader for best inpact if your using that.*

 

***I tend not to field anything but a small unit of blood claws. I know the large unit of blood claws in a raider is effective, but after its abuse under the last codex, I tend to leave it alone.

 

sky claws x 5

 

*small, easy to die*

 

***you would think that, but they arent! they've regularly wiped out entire squads on their own (including a 30 strong mob of boys), if used at the right time, they are a cheap effective unit :Troops:

 

Long Fangs x 6

2 x plasma cannon

2 x lascannon

missile launcher

 

* Go 3 missile and 2 lascannon if you can. better for you. *

 

***your definately right there! I wish I had them!

 

Land Raider Redeemer 240

 

*This will be target #1 for all heavy ranged stuff and klaws*

 

*** yep, this is the beasts first outing, I have no idea if it will be any good! but at least it will draw fire away from my other units, for a while, and maybe provide some mobile cover too (combined with razor back).

 

Also a second RP with MH and JOWW would be good. Two MC powers could pin down an ork army and let your Redeemer get close to do something. You need some more transports or you will never make it to the fight either.

 

What would you drop to fit in the second rune priest?

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