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Batrep: SW vs Thousand Sons


Lord Clinto

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TL:DR: I'm not much of the story teller, more a factual kinda guy. This Batrep is a turn by turn telling; SW 11 / TSons 5.

 

No pictures, didn't have my camera with me. =(

 

Forward: This was my first game in a while and my friends first game since November (He’s still trying to get used to the idea of giant riding wolves & cherry red deep striking land raiders) =). So we started simple with a 3000pt Dawn of War – Annihilation game. Both of us were a little rusty with the rules and I know we made a few mistakes (Acute senses doh). Additionally on the first turn we allowed our arriving units to move also, don’t remember if this is by the rules though.

 

 

Lists:

My Space Wolves

HQ (~800 points)

Logan

Njal

Thunderlord w/WC, SS, WTN, MB, Warrior Born

Wolf Priest w/PP, WTN, MB (reroll vs. infantry)

 

Elites (415 points)

10 Scouts w/Meltagun, 2 Pweapons, MotW (acc. By MotW WG) going OBEL

Lone Wolf w/PP, SS, MotW, MB, 2 Fwolves

Lone Wolf w/TDA, CF, SS, 2 Fwolves

 

Troops (~1190 points)

15 Blood Claws w/Meltagun, 1 Pweapon (acc By Wolf Priest, mounted in LRC)

10 GH w/2 Meltagun, 1 PF, 1 Std, MotW, Rhino

10 GH w/2 Plasmagun, 1 Std, Rhino

Wolf Guard Pack – 1 w/TDA, Cyc, TH, SS; 1 MotW (acc: Scouts); 1 std; 3 w/TDA, SB, PW; 1 w/TDA, FW, SS

 

FA (330 points)

5 Thunderwolves w/1 PP, 1 SS, 1 TH, 1 MB

 

HS (265 points)

1 LRC

1 Vindicator

 

 

Friends Thousand Sons (from memory)

HQ

Lord w/TDA, Tzeentch Daemon Weapon

 

Elites

5 Tzeentch Terminators all w/dual LC mounted in LR

5 Tzeentch Terminators all w/CombiBolter & PW mounted in LR

Chaos Dread w/TL Las & CCW

 

Troops

9 T. Sons + Sorcerer w/Doombolt

9 T. Sons + Sorcerer w/Doombolt

9 T. Sons + Sorcerer w/Doombolt

9 T. Sons + Sorcerer w/Doombolt moutned in Rhino

 

FA

19 Tzeentch Raptors + Asp w/dual LC

 

HS

Defiler w/TL Las

Defiler w/TL Las

 

Additional

Summoned Greater Daemon

 

 

3000pt Dawn of War – Annihilation

 

Deployment

TSons: Chaos deployed first putting 2 squads of T.Sons and his Lord as close to the midpoint of the board as possible.

SW: Due to Dawn of War I had to deploy 18” away from any enemy troops. The Plasma GH in Rhino was placed to my left. Logan, Njal & the WG troop pack deployed center right.

 

SW Turn 1

Move: First thing I did was roll for Njal’s power, came up with -1 BS (which worked out nicely). All deployed units advanced. I moved all my units on the board except the obel scouts. To the left I placed my LRC w/BC & WP and TDA Lonewolf. To the right went the Melta GH in rhino, Vindi, Wulfen Lonewolf, Thunderlord + TWC. Melta GH Rhino went full out and they disembarked.

Shoot: Shooting was pretty uneventful, killed 2 TSons with the vindi. Logan & the WG couldn’t see anybody due to NF.

TS Turn 1

Move: My friend deployed the LC Term LR, TSons Rhino squad and a defiler to my left. Raptors and a squad of TSons deployed to the center. His CB Term LR, Dread, and the second Defiler went to my right. His 2 deployed squads & Lord advanced.

Shoot: The 2 squads, being slow&purposeful + relentless rolled well for their night fighting range and both squads opened up on Logan & his squad. Thankfully due to the -1 BS seven 3’s missed. 2 Wounds were saved. Lord opened up with the Tzeentch Daemon Weapon but rolled a 1, taking a wound that was saved.

 

SW Turn 2

Move: Both the Melta & Plasma GH Rhinos rushed forwards and they dismounted. All other units advanced. Scouts showed up and entered right behind the Raptors and a squad of TSons. -1 BS again due to Njal.

Shoot: Night Fighting ended. TWL & Cav used Fleet for another 5”. Vindi missed. Melta GH killed 2 Tsons. Highlight: Njal used JotWW against the 2 squads + Lord in the middle, focused on the lord. 9 poor Initiative rolls later had claimed the unlives of 6 TSons, with the Lord just making his roll on a 5.

Assault: Melta GH & TWL + Cav assault remaining TSons + Lord in the center. Tally: 8 Tsons, 1 Sorcerer + 1 Chaos Lord while losing 4 wounds (2 dispersed amongst the TWC) 1 sorcerer remains. Scouts assault the Raptors (26 attacks + 15 from the 2 wulfen!). 4 rending from the 2 wulfen and a PW wound. Combat sees 8 Raptors down to 3 scouts, morale passed.

TS Turn 2

Move: Dreadnought madly shoots the closest target (CB Term LR) but fails to pen both times. TSons Rhino to my left advances and disgorges its cargo. Defiler to the right advances. CB Term squad disembarks. Summoned Greater Daemon bursts from the remaining Sorcerer in the center.

Shoot: The TSons, Rhino’s Havoc and the Defiler to the left decimate the Plasma GH squad, killing 7, morale failed and they retreat into cover. LC LR fails to damage advancing LRC. TWC is wounded by the CB Term LR.

Assault: TSons squad assault the scouts. That combat sees 2 more scouts fall, but take 3 raptors and 2 Tsons with them. Greater Daemon is dispatched after causing 2 wounds to the TWC.

 

SW Turn 3

Move: LRC Advances to within 4” of the deployed TSons and the BC + WP disembark. The Vindicator, WG & both Lone Wolves advance. TWC and remainder of the Melta GH prep for assault.

Shoot: I resist the urge to shoot with the BC’s. Cyclone destroys the Chaos Dread. Vindicator misses the LR to the right.

Assault: BC + WP Charge, 64 total attacks (13 pw), TSons gone at the cost of 2 BC’s. Melta GH charge the Raptors. Scout/GH vs. Raptor/TSons sees 4 more down, drawn combat. TWL + Cav multi-assault the CB Terms + LR, stun the LR with a TH hit & wiped out all but one terminator. All TWC only have 1 wounds remaining / TWL has 2 left.

TS Turn 3

Move: Rhino tries to Tank Shock BC’s, they get out of the way, it gets immobilized in difficult terrain. Defiler advances towards the TWC. LC Term’s advance towards the BC’s

Shoot: On the left the Defiler and LR fire at the now bunched up BC pack. All but one BC and the WP fall to the mass of Lascannon, Heavy Bolter & Battlecannon shells.

Assault: Defiler assaults TWC and kills 3 without taking any damage itself, though the remaining Term & LR are destroyed. Raptors & TSons finally wipe out the scouts leaving just the PF from the GH squad alive, passes morale.

 

SW Turn 4

Move: CF Lone Wolf advances towards the Rhino. Vidicator moves to left hoping for a shot at the defiler and/or LR. Logan/Njal/WG + Wulfen Lone Wolf advance towards the raptors.

Shoot: Vindicator out of range by 2”. LRC peppers the Defiler with AC shells, destroying it.

Assault: CF Lone Wolf assault and destroys the stationary Rhino. 2 Rending attacks from the TWC pop the Defiler. WP & remaining BC assault the LC Terms, killing 3 at the cost of the BC and a wound on the WP.

TS Turn 4

Move: No movement

Shoot: LR on the left all but misses the advancing CF Lone Wolf, 1 saved Lascannon shot.

Assault: Raptors dispatch last GH. WP kills both LC terms at the cost of his own life.

 

Continue to turn 5

 

SW Turn 5

Move: CF Lone Wolf and Vindi advance towards LR.

Shoot: Vindicator misses the LR.

Assault: CF Lone Wolf assaults and destroys the LR saving the wound from the explosion. TWL + Cav multi-assault the remaining Raptors & TSons, killing them while losing another TWC.

TABLED

 

Kill Point Tally: Space Wolves 11 / Thousand Sons 5 (Stupid, hard to kill, footsloggin, not-dying Lone Wolves)

 

Notes

• Footslogging Terminators just suck at offense, next time I’ll take a second LRC or a LRR for them.

• Due to the above note: Logan, all but the Cyclone from his squad and the Wulfen Lone Wolf did absolutely nothing the entire game. ~650 points basically unused. (3000pts CSM vs. 2350 pts SW lol)

• Do not underestimate Defilers in CC.

• I'll have to take another look at Warrior Born, maybe with a FW this time. Added a total of 3 extra attacks the entire game; much more suited to horde armies.

• Thunderwolves - nuff said.

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Good fight though, and just goes to show that Chaos needs a bump. The match should have been a little bit harder, just from shooting. Granted, Tzeentch armies suck at CC, but you steam rolled them.

 

Again, good fight, don't mean to take the wind from your sails. And good BatRep!

Nice report and congrats on the win!

 

As for Warrior Born, it's not so much a "anti-horde" power, so much as a specific application Saga. What I mean is, if you throw a lord with it at, say a Greater Daemon, you won't get the most out of it. Where it shines is in "powering up" you character. For example, what I usually do is throw him and his 2 TWC pals at something I know I can kill in 1 round, 2 tops. This is usually a normal troops choice (Tac Squads, Platoons, Gaunts, Assault Squads, etc. Basically units that have few or no invuln saves, average T, and average to large numbers). Fighting against said unit he "powers up" and racks up usually 3-4 kills a turn. So after one turn you're looking at around 8 attacks. That's when I start looking to throw him at something a little nastier, whether it's because it has higher T, more wounds, an invuln save, or a combo of all 3.

 

My point is, hit something large and weak at first, and then slingshot into something nastier right afterward when you've "charged up" your lords attacks. He'll do wonders then :P This is particularly true if you give him a WC and SS. Re-roll those hits on T4 and below, and re-roll those wounds on T6 and above and you'll be golden.

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