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Werewolves vs Vampires


wolf363839

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Finally got in a game at the local GW store today with a guy who recently started playing BA's. Here's my first attempt at a battle report.

 

2000 pts, Capture & Control, Dawn of War

 

BA :

 

Mephiston

Death Company Tycho (aka Psycho Tycho)

Death Company Dreadnought

9 x Death Company with bolters and power fist

10 x Terminators with Assault Cannon and Heavy Flamer

5 x Assault Terminators with 4 x Claws and 1 x TH/SS

5 x Scouts with Sniper Rifle and Teleport Homer

5 x Scouts with Sniper Rifle

5 x Assault Marines w/ Jump Packs

Baal Pred w/ Flamestorm Cannon

 

Wolves:

 

Wolf Lord on Thunderwolf

Rune Priest (rides w/ GHs)

4 x Wolf Guard w/ combi-meltas and power fists (each w/ GH Pack)

Dreadnought w/ TwinL Lascannon and Heavy Flamer

5 x Fenrisian Wolves

9 x GH with Wolf Standard, MoTW, Power Wpn, Flamer mounted in Land Raider

8 x GH with Wolf Standard, MoTW, Power Wpn, Flamer mounted in Rhino

9 x GH with Wolf Standard, MoTW, Power Wpn, Flamer mounted in Rhino

5 x GH with Flamer mounted in Razorback w/ TwinL Lascannon

6 x Long Fangs with 4 x Missile Launchers and 1 x Heavy Bolter

Vindicator

 

BA's win rolloff and choose to go first. He set up 9 Death Company in a Rhino and Mephiston in cover. One Scout squad set up on his objective (near the center of the board on a landing platform) and the other in some woods on the opposite side of the board as my objective, which was on a hill on my right corner. I left everything off the board and came in on Turn 1.

 

BA Turn 1 - Mephiston moves up to support the far Scout Squad. Death Co. Dread and Tycho come on from his table edge (he tried to join Tycho to the Death Co. in the Rhino but couldn't because he isn't an Indep. Character). He dismounts the Death Co. for some reason (I guess so he could charge me next turn).

 

SW Turn 1 - Everything enters and moves 6" so I can shoot (which is of course pointless...damn dice). My Long Fangs enter opposite his far Scout Squad and charge them, wiping them out. Way to go old dogs! I occupy my objective w/ Razorback and GHs. Vindicator annihilates 6 of the Death Company. Wolf Lord and Wolves charge Mephiston in a delaying action...

 

BA Turn 2 - Baal and Assault Marines arrive, stomp out Long Fangs. Mephiston force weapons my Wolf Lord...awesome... 5 Terminators w/ both heavy weapons arrive near teleport homer on his objective. Ineffective shooting. Death Co. charge my Dread and they become locked for the next 4 turns with literally nothing happening.

 

SW Turn 2 - I immobilize his Death Co. Dread. Vindicator kills 3 Terminators. More inneffective shooting. I am still close to my table edge, mostly consolidating near my objective.

 

BA Turn 3 - Mephiston and Baal move towards my objective, but still far away. 2nd Terminator squad lands near his objective. Assault Terminators land 8" short of my objective. Tycho advances and charges one of my Rhinos with the 2 remaining heavy weapon Terminators, blowing it up and killing 2 GHs.

 

SW Turn 3 - GHs charge 2 hvy wpn Terminators and Tycho, they lose 3 of their number and kill Terminators and Tycho (way to go Wolf Guard!). GHs charge out of Land Raider, shoot 2 Assault Terminators down and kill remaining in CC, but they lose half their number...damn lightning claws... Rune Priest nukes himself for 1 wound from perils of the warp. Inneffective shooting at the Scout Squad on his objective.

 

BA Turn 4 - Storm Bolter armed Terminators attack my GHs from the Land Raider, shooting kills 4 of the last 5 and kill the last in CC. I love dice... Mephiston's wings are nullified by the Runic Staff. Mephiston, the Assault Marines, and the Baal Pred continue to advance laterally towards my objective. Mephiston kills Vindicator in CC.

 

SW Turn 4 - GHs who killed Tycho combine their shooting with the Land Raider, then charge into CC against last Terminator squad, end result leaves one Terminator w/ chainfist still alive. Rune Priest and his GHs still inside Rhino move forward to be in position for a Turn 5 assault on his objective.

 

BA Turn 5 - Mephiston wings are nullified again, thank you Runic Staff. Baal Pred hauls ass towards my GHs still in combat w/ his Terminator but moves too fast to shoot at anything that would be in range. Assault Marines move to support his objective. Death Co. finally kill my Dread losing one more of their own.

 

SW Turn 5 - Rune Priest and GHs kill Scouts and claim objective. Kill last remaining Terminator. 3 TwinL lascannons from Land Raider and Razorback fail to hit and wound Mephiston...again, I love dice...

 

Game officially ends on Turn 5 with me holding 2 objectives. Werewolves defeat the Vampire scourge...

 

We play one more half-turn anyway.

 

BA Turn 6 - Mephiston destroys Razorback in CC but my GHs still hold the objective uncontested. Assault Marines try to re-claim his objective but they are killed for their trouble.

 

Lessons Learned:

- He is fairly new with the BAs, but fought a pretty good game. He should have focused more on my objective rather than attacking my far left flank.

- Never go against a Sicilian when death is on the line! (err...I mean Mephiston) He is an absolute deamon. It was a waste to charge him with the Wolf Lord because it hardly delayed him at all. Use Wolf Lord against Terminators and the Land Raider and GHs against Mephiston (unless my shooting continues to be totally inneffective against him).

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The force weapon rules on page 50 of the main rule book:

 

"This power has no effect against vehicles, models that are immune to instant death and any other model that does not have a Wounds value."

 

Saga of the Bear gives Eternal Warrior, which makes you immune to instant death.

 

Crunch crunch, bye bye Mephiston.

You had the element of knowing his deployment. You might have fared better had you deployed in bulk with the Long Fangs. The wouldn't have been wiped out in the following turn and that long range fire power could have then been brought to bear against Meph the way he should be engaged. Use that Wolf Lord for what he is perfectly capable, wiping MEQ off the map. Meph is not MEQ.
IMHO that is a bad looking BA list. 15 Termies and all those scouts. Not really using any of the scary speed of the BA dex. (3x10 man Assault marines troops, back by fast Baals,)

 

I agree, very weird list but I guess he did say he was new. Not the kind of builds I am used to seeing but would still cause a few problems.

 

You do have to watch out for flame baals though brothers, they are sure-fire long fang killers and a good BA player will happily sacrifice them to take out the old rocket men.

 

Good result for the wolves man, have an ale. :ph34r:

I find Menphiston really easy to deal with;

 

9 Grey Hunters, Melta gun, Mark of the Wulfen, Plasma Pistol

Wolf Guard, Powerfist, Combi-Melta

Rhino

 

- All for less points then Menphiston

 

I play a tight army when I play vs blood angels and with a rune preist always close by at least 1 of his 3 spells he usually fails to get.

 

The above listed unit has taken out this special character through 2 rounds of combat the 3 times they have fought him in close combat. Menphiston has no invularable save, if you can get a rend/wound through normal attacks and a powerfist wound per turn then your all in for the win.

 

Everything for Blood Angels costs too much for not enough, everything thats cool about them is elites mainly, and I'm not afraid of most of them because of the Space Wolves anti Psychic and Counter Charge + better attacks.

 

Just to give you another example of how great I think Space wolves are, here is what happened in the last game I fought against them unit for unit.

 

Space Wolves Charge

 

Wolf Priest (prefered Enemy on jump infantry)

8x Grey Hunters, melta gun, plasma pistol, Power Weapon

Wolf Guard with powerfist

Rhino

 

vs

 

Sanguinary Guard

Librarian (used prefered enemy on me)

Sanguinary Priest

 

Everything Dies except from 1 Sanguinary Guard, with the wolf priest failing two of the two armour saves from combat resolution.

 

Points for points the Space wolves prove to be able to hit just as hard, with a cheaper unit launched from a rhino.

 

The Trick is to charge the blood angels, last thing you want is to be striking after them when they get furious charge, pop some shots at them for a couple of turns and charge into them, we have the upper hand against them in combat if we charge with the correct units.

 

Characters are another matter, they are pure beard. I always play it like a game of chess vs them, predicting movement and countering.

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