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To battle!


Chalx the grey

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Hi everyone,

I'm a long time painter but never really got into playing that much. Recently I got a few games in since a flatmate started collecting Tau but really only very friendly games, he barely knows the rules. Last week the black shirt at my LGS convinced me to bring down my wolves for a 1000 pt game and it is going to be tomorrow morning! Here's what I'll be bringing:

Rune priest, Chooser, WTT, LL and a second power (I need help on this!)

MM dread with Drop pod

PC dread with HF

GH pack 1, 9 man, meltagun, PW, MotW, Banner, WG with PF and CM (in Rhino)

GH pack 2, 10 man, double plasmagun, PW, Banner, Termie WG with PF

Long Fangs, 4 missile launchers, WG.

Total 999 points.

And this is how it looks!

gallery_37913_3243_68388.jpg

OK so the big question, what second power would you take for the Rune Priest? I have no idea what my opponent will bring, I'm fifty-fifty between Murderous hurricane and JotWW. Some tactical advice to read in the morning before I leave will be most welcome as well.

I'll let you know how it went, I'm not very competitive (the list isn't anyway) but I'm sure it'll be fun!

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never have used jaws yet but MH is a pretty useful spell. it decimates low toughness squads and it helps against bikers cause they have to take dangerous and difficult terrain tests. i've killed nob bikers with it because of the dangerous terrain tests. jaws becomes practically worthless on anything initiative 5 like eldar, dark eldar, and some nids. but its useful against other bigger nids, orcs, IG, and about 50/50 on space marines. its real effective on necrons and tau too. it all just depends on what you feel you might be playing against.
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Well guys, ale is on me tonight!!

 

Schedule had a guard player against me but the cowardly traitor didn't show up. Luckily there was a Warboss looking for trouble so I got a game running!

 

His list was roughly:

 

- Warboss with powerklaw with a group of nobs and a painboy in a Trukk.

- A unit of lootas.

- A 20 man unit of boyz with PK nob.

- A 12 man unit of boyz with PK nob in trukk.

- A unit of stormboyz.

- A squad of 3 Kans.

 

 

We rolled annihilation and I won the roll to go first. Bot deplyment zones has a tall ruin (opposite corners) and a hill and there was some area terrain in the middle and a crashed thunderhawk.

 

I took the side with the taller building and deplyed my long fangs in there, while my big GH squad on foot was placed in the hill, with my Rune Priest. The rhino squad and the PC dread took positions in between. My opponent placed his lootas in the other building, and basically put everything else as close as possible to my deployment zone.

 

TURN 1 -

 

I advance a bit with the Rhino and the PC dread, partially in cover by the crashed thunderhawk. My dreadnought dropped to right in front of the Kans. My long fangs fired kraks to the Warboss trukk leaving it witout guns, and combined shooting from LL (six shots) and the PC dread took 2 close combat weapons off the kans. My MM dread missed miserably with the MM.

 

Orks move everything forward, and my MM dread is assaulted by the stormboyz and the trukkboyz, and explodes in the process taking a couple of storm boyz first. 1 killpoint for the orks. The Kans assault the drop pod and do nothing (2 of them have no CC weapopns, phew).

 

 

TURN 2 -

 

My rhino advanced to be in double dice melta range of the kans. The wolf guard misses with his combimelta and I roll snake eyes for penetration with the meltagun. Wonderful. My Rune Priest casts Murdorous hurricane on the approaching boyz mob on foot and claims a couple of them. Bolter rounds bring down some more. Long fangs get an inmobilized result on the warboss trukk, and my PC dread finishes the job with a well placed side shot, granting me the first kill point. 1-1!

 

Warboss and boyz on foot run towards my runepriest and his GH squad. 2 orks die to dangerous terrain rolls caused by the Murderous Hurricane!. Stormboyz and the boyz in the trukk get closer to my long fangs, while the Kans keep hitting the drop pod to no avail.

 

 

TURN 3 -

 

Grey hunter squad in Rhino makes a surgical strike between ork lines, disembarking behind the nobz and warboss, out of charge range for the kans. My PC dread closes into them as well. Shooting from both GH squads and the heavy flamer leave the boss all alone in the open and he fails his leadirship test! My opponent got FNP rolls against my plasma even though I thought he couldn't due to AP2 but that didn't keep his boyz from being shot to pieces, getting me a second killpoint! Long fangs ineffectively shoot at the approaching boyz trukk.

 

Orks declare a Waagh!!! Trukkboyz disembark near the ruin hiding the long fangs, who send a prayer to Russ. The wolf guard with them starts heating his chainsword which makes a happy buzzing sound. Stormboyz assault my PC dread and destroy him, two of them die as the centuries old warrior explodes. Amazingly my drop pod manages to survive another round against the kans with only a weapon destroyed result. The big mob on foot assaults my GH squad on the hill, who pass their counter assault roll and bring 5 of them down befor they can respond. I chose to use my banner but forgot to use them until I had to roll armour saves, 6 in total, and I pass 4 and effectively reroll a 1, getting the points from the banner back. My rune priest amazingly survives 4 power claw attacks and the 5 remaining orks are destroyed in a sweeping advance! I realized later this was illegal due to the termie WG I had, oh well... I guess it makes up for his illegal FNP rolls! 3-2 for the wolves! The warboss rallies and looks uncomfortably at the full sized GH squad, cover fire by the lootas only scratching some gray powerarmour. The kans finally explode the drop pod, tying the match.

 

 

TURN 4 -

 

The battlefield is covered by armour and dead greenskins already but the battle is not over. The rhino squad unloads everything on the warboss, scoring 3 wounds and spilling warboss guts all over the place. Grey hunter squad runs down the hill and rapid fires the stormboyz, who also go to ground under a barrage of bolter fire. The Rune priest cannot even get to cast anything on them. Long fangs aim at the parked trukk and the ensuing explosion kills 3 orks. Great round from the wolves sets me 3 points ahead!

 

The ork player responds by assaulting the long fangs, who still manage to kill 2 orks before being reduced to a man. I roll a 5 for leadership and they remain tied! The lootas, seeing their bulletz are not being very effective against my hunters, shoot at the rhino exploding it for a sinlge kill point. The Kans come closer to the rune priest squad. 6 to 4 for the wolves.

 

 

TURN 5 -

 

The Rune Priest foresees a close end to the battle. He pulls back his squad out of charge range for the kans and summons a living lighting who kills a loota across the table! The grey hunter squad now on foot closes into the lootas as well, unloads pistols and wipes the squad out before they strike back in assault using the banner! Taht makes 7 to 4!

 

The remaining squad of boyz takes a look at THE OTHER side of the table and see the carnage that has taken place over there. Only the Kanz are standing in the middle of nowhere. There is no way the kanz are going to get 3 killpoints, even if we went on for another round. The ork player concedes.

 

END! Victory for Fenris!!! Beer all around!!!

 

 

 

It was a really fun game, the dread and the pod distracted the Kans long enough to win me the game so I wouldn't say they were useless. Long fangs payed for their points and grey hunters perfomed perfectly, with a game-winning move BEHIND the ork lines and claiming roughly half of the ork horde numbers, including warboss, both in assault and shooting.

 

Thanks for reading if you got this far, I hope it was not too hard to follow!

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Awesome story. Really enjoyed that batrep! Hope you have plenty more in store for us

 

You were correct regarding feel no pain. P.75 states it can't be used against AP1, AP2, instant death, power weapons or anything else that ignores armor

 

Your next ork battle should be much easier with that rule in your pocket

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Thanks TiguriusX! I'll sure get the guy some ap2 love if there is a next time.

 

And thanks all for all the useful tips usually floating around in the forum, I knew what to do with those orks all along just from what I read here!

 

Ah and regarding the psychic powers, murderous Hurricane whas extremely useful in controlling the flow of the ork tide, definitely keeping it instead of jaws.

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Hey, if you take that Termy out of his shell for next game, for sweeping advance and all, you can give him a combi plasma maybe and get 3/6 plasma shots! Wooo! Otherwise just a Storm Bolter for some more pewpew, or perhaps a combi melta to give that squad some ranged anti armor.
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Well the idea is having an anti AP3 shield in the unit, but I see being able to (legally) sweeping advance would is good as well. I'll have to think about it for the next battle. Storm botler would be enough though, I have a tendency to blow plasma weaponry. I forgot to say in the rep but one of the dual plasma gunners did a stupid thing looking inside his plasma rifle and now he'll need a new bionic nose.
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