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Battle Report: Space Wolves vs Orks


Mammon

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This is mostly from memory so its kinda fuzzy and its 1 in the morning....so....forgive the lack of quality.

 

My best friend and most bitter rival on the tabletop recently met for another grudge match (They all are grudge matches for us!). The Shop closed its doors at midnight and we were late, getting there around 9pm, so we had to forgo the usual 1500 or 2000 points game. After bickering for a few minutes we settled on a 1000 point scrap. The 'Ard Boyz preliminaries had been the weekend before so the tables were still setup. Tundra, Siegeworks, River Crossing, Desert, Forest, and an urban theme table were ready for us to play on. After again bickering on which table to play we chose the urban set up.

 

His Army was a foot slogging mob of boyz. Oddly he fielded fewer boyz than his usual 750pts list (roughly 90+) and opted for

30x Slugga Boyz, nob with a powerklaw

30x Shoota Boyz, nob with a powerklaw

8x Nobs with Big Choppas, 1x Painboy, 1x Grot Orderly, with a Warboss also with a Big Choppa.

1x Mob of Kommandos and Snickrot. Nothing fancy here.

 

I brought a more mobile army list with

 

3x Grey Hunter Packs mounted in Heavy Bolter Razorbacks, each pack had a meltagun, a wulfen berzerker, and a WG with a combi-melta and powerfist.

1x Predator Destructor with the Heavy Bolter Sponsons and some extra armor

1x Dreadnought with assault cannon and stormbolter

5x Long Fangs with 4x Missile Launchers

1x Rune Priest with Jaws, Lightning, Chooser, WTN

 

Deployment was along the lengths of the table. I won the right to deploy first and go first which I capitalized on to secure some prime real estate. The board was not totally symmetrical in terrain placement. There was a refinery in the center with tank traps that bisected the length of the board but there were also three twelve floor buildings. Two of them were close to or half inside my deployment zone (6" in from the edge) and one was inside of the ork zone. I knew these once proud imperial edifices would be a great boon to my army's Long Fangs and Grey Hunters. The two in my deployment area were neatly placed to cover the open ground on either side of the refinery in the middle. The tank traps would also hinder movement so I immediately understood I would need troops in those buildings if I wanted to hold out. The refinery offered a great deal of cover to the footbound orks, who could move right up the middle and cut my army in two if I wasnt careful.

 

In regards to deployment and the tall buildings in our zones, we agreed that a unit can deploy on any level they wished so long as they were still within 6" of the board edge.

 

So I deployed my Long Fangs on top of the building covering my right flank. The Priest and the Dreadnought (Brother Hroldvik) deployed at the building's base between it and the tanks. My Predator and the three Razorbacks deployed abreast in the center with the refinery directly before them. I had first turn so I would be able to scoot and shoot before the orks got their move.

 

The Orks deployed in the center as close to the refinery as possible. The Sluggas were on my right and the shootas to my left.

 

+Space Wolves Turn One +

 

Movement

 

The Long Fangs moved forward to the edge of the roof, offering them an incredible view of the coming battle and also clear shots into the ork forces for the rest of the game. With the orks in middle and the refinery blocking LOS my tanks split to either side. The Destructor and a Razorback head to the right while the other two razorbacks go left. My Rune Priest and Dreadnought move in tandem to the left as well. At this point all of my tanks can get LOS on one mob of boyz or the other. It also means the majority of my firepower is on the left flank. Its a gamble to be sure because my Priest and my Dreadnought are the slowest units I have. The Old Farts, being on top of a 12 story building are reasonably safe considering the foot slogging army I am facing.

 

Gunnery

 

The Long Fangs must forgo shooting and my dreadnought has no range at all. However the treadheads and the priest are within range and eager to pay the orks back for my previous defeat (got tabled on turn 6!) Rune Priest summons lightning down from the skies and flings six bolts at the slugga boyz. Only two go down but the volley of bolter rounds send another handful into the grave. On the Right flank the Razorback and Destructor concentrate on the Shoota Boyz. They send another four or five boyz to meet Gork and Mork.

 

+ Orky Turn One +

 

Movement

 

Losses are nothing new to my friend and he calmly advances his army forward and jogs an extra few inches. He begins to whiff his Difficult Terrain Tests for movement through the confusing maze of the refinery and his run rolls are little better. He gains roughly 6" of ground

 

Gunnery

 

They all ran. Not to mention none of them are packing anything aside from shootas and sluggas. So for the whole game I manage to avoid him taking shots on anything he can hurt.

 

+ Space Wolves Turn 2

 

Movement

 

Long Fangs pop open the keg and get ready to rain fire. The Rune Priest and Dreadnought move further to the left and slightly forward, they are definitely the guys making the End Run for the team. In close combat they can hold their own but its the fact that the dreadnought has the shortest ranged weapon aside from my Grey Hunters so I need to get him closer. The Rune Priest sticks close. My Predator and Razorback on the right move up beside the other building near my deployment area on the right. I have plenty of room between them and the orks that they cant even hit me with a waaagh so I let them prime their guns. The two razorbacks on the left move up at a crawl, ready to continue peppering the advancing orks. With the thought of Snickrot I tried to move the tanks far enough forward he would be tempted between going after either the pair of Razorbacks or the Predator and Razor on the right. I really just hoped he wouldn't come in this turn.

 

Gunnery

 

Long Fangs let out a shout and let fly. Due to premature consumption of ale two of the four missiles (frag) scatter off to hit the refinery piping and catwalks. The other two missiles catch six orks in the blast but only a couple are shredded. My Dreadnought lets out a howl and opens up with the storm bolter and assault cannon, another couple of orks are dispatched. With lightning again the Rune Priest targets the same squad and drops an ork. The Razorbacks cut loose and fell another handful. My friend is rolling far below his usual for his cover saves. I am eating through that squad and loving it! The Predator assails the shoota boyz with cannon and bolter, the razorback joining in to bring down about four more boyz.

 

+ Orky Turn 2 +

 

Movement

 

He needs to get to CC and Fast! So he again moves forward and tries to spring. Again he only manages about 7 to 8 inches of ground in the advance. He rolls for Snickrot and the green phantom arrives. Directly behind my pair of Razorbacks!

 

Gunnery

 

He ran. This also affords me more leeway with how I move and space out my army. Snickrot and his boyz pepper my Razorback's rear armor but don't do much more than piss of the thrall driving it.

 

Close Combat

 

I did not move the transport far enough away to avoid the charge! I smell catastrophe and prepare to watch my transport go up in smoke. After all the rear armor is 10, he could sneeze and blow it up. By the Beard of Russ, he charges in and rolls all 2s and 3s to hit my tank except for one die! I dare to hope my Razor lives through the fight. With his final die he rolls a penetrating hit and I offer a prayer to the Emperor for my tank and her crew. On the Vehicle Damage roll he scores a weapon destroyed result! I lost my heavy bolter but I kept my tank and my Grey Hunters! There is some cursing from my friend.

 

 

 

+ Space Wolves Turn 3

 

Movement

 

Snickrot and his boyz are behind me but me Razorbacks drop off their Packs and make tracks! The wounded Razorback guns it forward to block any chance of a waaagh assault into my Grey Hunters. The other Razorback on the left flank drops its Grey hunters and throws it into reverse. I set up for a murderous crossfire on Snickrot between the Grey Hunter packs and the razorback. The Dreadnought and Priest move further along to the left and forward, now nearing the middle of the table. They are out of range of a charge from the orks but well withing Jaws and AC range, just where I likes it! The Long Fangs have set up a camp and are enjoying the fracas below them. On the right side of the table my Grey Hunters evac their transport and enter the building, climbing up two floors and moving towards the front of the building, maybe to take some shots on the shootas if they leave cover. The Razorback and Predator reverse now that Snickrot is no longer a threat to their rear armor. The right flank is prepared to lay waste to the ork shootas the and left flank has Snickrot and the Slugga boyz in their crosshairs.

 

Gunnery

 

Dang near guaranteed the win with this turn! Between the crossfire i set up I chop down all but three Kommandos.

 

The Ork Nob squad is near near enough to the edge of the refinery for my Long Fangs to spot them. The pack leader orders the pack to split their fire. A pair of crack missiles blow a nob to little bits. Two Frag rounds pound another three orks into the muck. The Rune Priest again targets the sluggas with lightning but only gets a single ork again after saves. Assault Cannon fire mows down a pair of the greenies. Between the Predator and the Razorback another five boyz bit the dust. The Grey Hunters sprint to the windows and ready their bolters.

 

Close Combat

 

I had wanted to avoid this initially but with only thee kommandos left and ten Grey Hunters primed for the fight? Hell Yeah! With a howl and the revving of chainswords the hunters entered the fray. The Wulfen Berzerkers and the Wolfguard never got a chance to hit as the Kommandos were hacked to bits. One of my Grey Hunters fell to Snickrot but as it turns out he will be the only marine to die today! both squads roll poorly for their consolidation moves. one team advances toward the building with the LFs and the others move towards the undamaged razorback.

 

+ Orky Turn 3 +

 

Movement

 

Snickrots gone and the shooting from the tanks and long fangs are depleting his mobs quickly. He continues the forward advance but bad rolls for difficult terrain keep him out of range.

 

Shooting

 

Terrible rolls for running stop him from even getting in range for a charge next turn! The Nobs pull back into the refinery and use its cover to stay the Long Fangs rockets. The Boyz on the left take cover on the edge of the refinery and behind the tank traps. The Boyz on the right advance further, they still outnumber my Grey Hunters and have a powerclaw but the poor rolls leave them in the open.

 

+ Space Wolf Turn 4 +

 

Movement

 

The Razorback I had moved forward on the left to block a possible waaagh was proven redundant and he rolls back in front of the building where the Long Fangs reside. My dreadnought and Priest shuffle to keep the orks further away but not compromise my range. The remaining Razorback pulls up next to the Grey Hunters outside of the building and picks up its squad. The other Pack enters the building and climbs to the third floor. On the right the tanks shuffle some more to negate any possible cover saves the ork shootas might get. The grey hunters on the building on the left just hold up.

 

Gunnery

 

Everybody shoots! Well, aside from two of my grey hunter packs and the stricken razorback but you get the idea. The Long Fangs hammer more rockets into the Sluggas along with the Priest, the dreadnought, and the Razorback. The mob is reduced to about 6 models. One of which is shot to reroll the failed morale check. On the right the boyz are reduced to 6 shootas left. He rolls an 11 for leadership so another ork falls to a nob's foul temper, yet, they still fail their leadership and begin their flight from the board. So far the only major threat lays with the nobs!

 

+ Orky Turn 4

 

Movement

 

The boots are coming unglued and the orks move faster this turn then they have the entire game! The sluggas reach assault range on my dreadnought and priest while the nobs are in charge range of my mauled razorback. At this point we had a slight mix up because I placed the models for the Grey Hunters (who were on the 3rd floor, I told him where they were the turn prior) at the base of the structure so he moved forward and waaaghed with the hopes of munching them. After we iron it out he opted to try and finish off the razorback instead (only other model I will lose this game). the Shootas who broke and ran run about 2 inches.

 

Gunnery

 

The orks guns can't hurt anything I have on the field aside from my grey hunters but the Nobs used their waaaagh and the sluggas are aiming to engage my dreadnought so no action here.

 

Close Combat

 

Warboss and Nobs charge! Razorback explodes! the blast doesn't reach my guys on the 3rd floor but the nobs take two wounds! One kills another nob (even with the armor save 4+ and FNP 4+) and the other is taken against his warboss who also fails his armor save and FNP save! The nobs consolidate into the building where my long fangs and grey hunters are.

 

The Sluggas charge the dreadnought. They have a powerclaw in the squad so I start to bite my nails, my dreadnoughts have terrible luck surviving assualt phases these days. After the dust settles two orks are thrown like footballs and the powerclaw stuns the dreadnought, three more left. He passes his Leadership and the close combat continues

 

+ Space Wolf Turn 5 +

 

Movement

 

Grey Hunters in the building with an angry warboss...They tear like hell up the stairs rolling an impressive 6 for difficult terrain and will follow up with 5 for the run to stay out of range of the warboss. The Rune Priest stays put but doesn't commit to the assault, without an invulnerable save it would be my luck that the stray powerklaw would end him so I leave the dreadnought to it! My tanks largely move about to set up shots on the nobs. The Grey hunters in building to the right sit tight. Long Fangs stay put.

 

Gunnery

 

Nobs are about all there is to shoot at and my shots are pretty bad. Three more nobs eat lead. The unit is down to the warboss, two nobs(ish) and his painboy. The Priest flings lightning and kills another nob. They survive leadership (damnation!)

 

Close combat.

 

The dreadnought punches another ork dead and gets stunned again in return by the powerklaw. The orks don't flee and again close combat continues.

 

+ Orky Turn 5 +

 

Movement

 

The Shootas flee some more and the warboss tries to climb the stairs. In both regards the orks fail. Only one more floor is gained by the Warboss and the shootas flee another four inches give or take.

 

Shooting

 

The orks don't have anything to shoot at.

 

Close Combat

 

The dreadnought hits again and the last slugga boy is airborne with a distant splort to be his requiem. The powerklaw fails to hit the dreadnought entirely.

 

+ Space Wolf Turn 6 +

 

Movement

 

The Grey Hunters finally make it to the roof but the warboss is still only on the 5th floor! No reason to move so everyone stays put.

 

Gunnery.

 

The Razorbacks and the Predator rake the 5th floor. Combined with more lightning from the Rune Priest every ork is slain! It took most of the game but I finally finished em off.

 

Close Combat

 

I whiff completely. The powerklaw retaliates and....nothing happens! Combat continues.

 

+ Orky Turn 6 +

 

Movment

 

The shootas still fail to flee off the table so I wont get my "Tabled" victory but its going to be everything but after we resolve close combat.

 

Shooting

 

Nope

 

Close Combat

 

The Last Minutes of the Game are settled by a rather gutsy ork nob and Hrodvik. Going at initiative the old boy is suitably pissed off and ends the duel with a rather simple punch in the face.

 

 

 

So thats it! Its a bit long for a battle report and the details are fuzzy so I apologize for it. This is the first overwhelming victory Ive had in the last few months. My tactics were a bit more logical this time around and the mobility verses the footslogging ork list was a tremendous advantage to me. Fighting on my terms gave me the leg up to win. He also got very, very unlucky with his dice rolls, especially for movement. While the Refinery gave him ample cover for his army it slowed him down incredibly! I was able to whittle down his mobs of boyz to the point I could focus most of my firepower on the nobs when they finally arrived. The terrain was my friend. Taking cover high up in the structures gave me the edge with placement of my Long Fangs and were a constant frustration to the rest of his army, making it that much harder to get into Close Combat with me. Had me had it into Hand to Hand I would have been eaten alive, if he had pressed one side of the board rather than just move up the middle the game would have been entirely different.

 

As it is, this is the first time I have lost less than 100 points since 2008. This was a much needed morale booster to boot.

 

Thanks for reading! Hope it wasn't a total waste of time!

*Grins* Indeed. I usually try to field a more balanced army in my battles but more times than not if I don't bring something that either has a lot of dakka or alot of flamethrowers my friend just overwhelms me. He often fields over 100 orky boyz in games around 1500pts or in games of 2000pts or more, close to 200. So the only way to beat him is to move, move, move! Then bring a hell of a lot of firepower onto a single target at one time.

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