trefenwyd Posted December 9, 2010 Share Posted December 9, 2010 Hello, I thought I'd try to share a few battle reports, this being my first. My army: HQ: Rune Priest, chooser, LL/MH Troops: 8 Grey Hunters, melta gun, std, MoTW, pwr wpn, Rhino, joined by Wolf Guard w/combi-melta and powerfist and Rune Priest 5 Grey Hunters, flamer, Razorback with TLLC, joined by Wolf Guard w/combi-melta and powerfist 5 Grey Hunters, flamer, Razorback with TLLC, joined by Wolf Guard w/combi-melta and powerfist 5 Grey Hunters, melta gun, Razorback with LC/TLPG, joined by Wolf Guard w/combi-melta and powerfist Elite: 8 Wolf Guard, 4 that are split off as above and 4 combi-melta/bolt pistol in a drop pod 5 scouts, 1 meltagun 5 scouts, 1 meltagun Fast Attack: 1 Land Speeder w/multi-melta and typhoon missiles 1 Land Speeder w/multi-melta and typhoon missiles 1 Land Speeder w/multi-melta and typhoon missiles Heavy Support: 6 Long Fangs, 1 squad leader, 1 lascannon, 4 missile launchers 6 Long Fangs, 1 squad leader, 1 lascannon, 4 missile launchers 6 Long Fangs, 1 squad leader, 1 lascannon, 4 missile launchers This is not my typical list as I normally don't use Razorbacks/Land Speeders/Scouts, but I wanted to use some aspects of the codex that I don't normally play with. The opponent: our shop's resident 40K expert whom I've never before beaten, though this will be my first attempt with Wolves (I've played 'cron up until a short while ago). His list, as best as I can remember (including some Imperial Armour tanks): HQ: Standard command and platoon squads, platoon squad armed with 2 sniper rifles Troops/Elites/FastAttack: One unit of about 20 guardsmen with 2 meltaguns One unit of 10 guardsmen, the kind where he rolls a dice to see what they have at the beginning of the game, this squad got furious charge/fearless One unit of 10 guardsmen, the kind where he rolls a dice to see what they have at the beginning of the game, this squad got extra close combat attacks and lost all ranged One unit of 10 stormtroopers One squad of 3 walkers armed with multi-meltas (I think) One squad of 10 ratlings armed with sniper rifles One squad of battle psykers One heavy weapons team of 3 lascannons One heavy weapons team of 3 autocannons Heavy Support: Vehicle squadron of 3 Leman Russ with S8 AP3 large blast goodness Griffon Colossus (S6 or 8 [i forget which] AP3, IGNORE COVER large blast, "holy crap how is that model legal" goodness) The game: 4 objectives, all placed in the central region of the board, and spearhead deployment. The most important die roll of the game . . . and I win 1st turn. Game over. But we decide to play it out anyway. I deploy all 4 razors/rhinos at the forward edge of my deployment zone, hoping to rush objectives before being blown out of the water. Land Speeders are up with them, trying to get within melta range 1st turn and still fire the typhoon and melta. Long Fangs are all deployed in cover, one on each flank and one in the back corner of my deployment zone. He deploys his Colosuss in a forest (4+ cover, even for vehicles as we agreed), giving him 3+ cover with camo netting, his Griffon is behind some ruins, and his leman russ squadon anchors his center. His heavy weapons teams deploy on my left flank, near his command squad, while his platoons squad and three other guardsmen units deploy near the objectives, 2 of them in cover. On my right flank, he deploys his walkers, with the ratlings behind them. He infiltrates his stormtroopers 18" away from my right-most Long Fang squad, in some ruins. Time for the second-most important die roll of the game . . . and he fails to steal initiative. And the game is mine. First turn. It's drop pod assault time! First key decsion to make - who does the suicide combi-melta team take out - using melta shots where they are the most effective (AV 14 Leman Russ) or against his "best" unit, the Colossus. As it turns out, there was a small area to drop the pod in between those two units, so I dropped it in and left the decsion on whom to fire at for later. I roll a 'hit' on the scatter and all is good (although with enemy units all around, I doubt I could have scattered more than 1" if I wanted to). I then move all vehicles 6" forwards while the LFs sit back in cover. Shooting: Back to that combi-melta team question . . . in the end, I decide that I can't live with my team going to waste as I imagine him making all his 3+ cover saves, so I decide to target the Leman Russ sqaud. In all 3 of 4 hit, with only 1 of those 3 penetrating . . . and I roll a "3", +1 for melta, which immobilizes a Leman, and since they are a squadron, it's now wrecked. Yeah vehicle squadron rules! The rest of my army opens up a large can of Living Lightning/missle/lascannon/plasmagun love on his army and ends up destroying 2 walkers, 2 Stormtroopers, 2 Ratlings, a few guardsmen from the large unit holding his cener, 2 lascannon heavy weapons teams (the last one decides he's seen enough and he takes off running), all of the platon squad except for one sniper and shaking the Griffon. His turn 1: He moves the large guardsmen squad in the center up, advances his remaining "cannot shoot this turn" walker on my right flank, and moves his stormtroopers out of the ruins and towards my right-most Long Fangs. Shooting: He has 4 main attacks, 2 leman russes, the colossus, and the autocannon team. The colossus aims for my left-most Long Fang team and scatters compeltely out of harms' way (phew), the leman russes target my Rhino and one scatters onto a Land Speeder, turning it into a warped hunk of metal, and the other falls right on top of the rhino, blasting straight through it's pathetic armor and forcing the squad to disembark (I pass all armor tests/pinning). The autocannon team manages to stun my right-most Land Speeder. The command squad decides that my combi-melta team needs to die a horrible and gruesome death, but one survives, only to turn tail and run. Turn 2 Life is going very well for the wolves so far - I've lost a LS and a Rhino (really close to nothing) while inflicting some serious damage. My reserves need a 5+ to come in based on some silly IG rule, and neither scout squad makes it (arrgh - that's one more turn the Colossus gets to pound me). I continue my advance towards the objectives - one razorback up each flank and my rhino squad hunkering down in the crater of what used to be their vehicle. My stunned LS decides to flat-out towards the Colossus to be able to missile/melta it if it survives. Time for more wolfie shooting . . . and down go 2 stormtroopers, reducing their numbers to 6, all the ratlings die to massed missile fire, and the remaining IG walker goes down to a timely Lascannon shot. Murderous Hurricane takes out a few guardsmen from his center unit and guarantees he won't be advancing towards me. My left-most land speeder takes out 2 guardsmen from his close-combat only squad hiding near an objective. The situation: Right flank rear - My long fangs are looking at 6 stormtroopers advancing towards them Right flank center - my Razorback is approaching his 10-man objective holding furious charge/fearless squad and his griffon Right flank far - My LS has moved flat out to wreck havoc with Leman Russes or Colossus next turn Center rear - My long fangs in my rear deployment are running out of targets (having shot the walkers/ratlings) since they are so far away - good thing the sormtroopers are nearby or I'd have no targets Center center - My rhino squad hunkers down in the crater, near an objective, one razorback advances towards his 12-14 man squad in the center. He still has 2 Leman Russes and his psyker battle squad holding his center-rear lines Left-rear - My long fangs and still happy in their little forest, having watched the colossus shell of death fly harmlessly away last turn Left-center - My razorback and land speeder advance towards his objective-holding close combat squad, and he still has his command squad and autocannon team in support. His turn 2: He doesn't move a lot - his 2 objective holding units stay put and his large (now medium sized squad) is too afraid of all the now-dangerous terrain to do anything. His stormtroopers move up into rapid fire range on my right-most Long Fangs. His shooting: His colossus targets the rhino squad in the center and thankfully misses again! His Leman Russes target the rhino squad and aren't as bad - cover saves for the win however! At the end of the day, I've still got 6 men alive. His psyker battle squad then manages to reduce that squad's leadership to 2 and then his lone sniper causes a wound, which of course causes the unit to fail their pinning test. Then they fail their morale/casaulty test and start retreating to my board edge (oh 4+ dispel, why fail me now?). His autocannons wreck my left-most landspeeder and his lascannon (which rallied turn 1) immbolizes my left-most razorback. His stormtroopers kill 2 Long Fangs, who pass their morale test, and someone (I forget who) wrecks my landspeeder in his center rear. At the end of turn 2, the IG are starting to make a comeback... Turn 3: Thankfully, turn 3 brings some good news as one unit of scouts shows up. I roll a '4' for board edge, and then some other silly IG rule makes me re-roll that. Not to be deterred, I roll a '6' and enter play directly between his colossus and leman russ squadron. My center razorback squad disembarks and prepares to unleash flamethrower hell on his center squad while the razorback books it over to the left to attempt to contest his left objective. My rightmost razorback continues its advance toward the enemy objective and my leftmost razorback disembarks its squad, who then retreat into cover around my left objective. My rhino squad auto-rallies but is still pinned and can do nothing. Shooting: My immobilized TLLC rhino decides to take a shot at the colossus, who fails his 3+ cover and explodes in a shower of steel. That frees up my scout sqaud to shoot at the Leman Russes, who also lose a tank. My center squad annihilate 6-9 guardsmen through bolt pitsol/flamer fire, and my Long Fangs kill another 2 stormtroopers. Another LF squad takes out his autocannons and decide that his lone sniper has become too troublesome and I lone snipe back with a successful lascannon shot. My right-most razorback shakes the griffon with its lascannon. In close combat, my center 6-man squad cuts his squad down to a man and my scouts charge the remaining Russ, causing an immobilization. His turn: His stormtroopers continue to advance on my long fangs, stopping 3" away. His close combat squad leaves the objective and heads for my scout squad before they can kill the remaining Leman and the Griffon. His command squad moves onto the ojbective that was just vacated and prepares for combat with my razorback coming to contest. In shooting, he kills another 2 long fangs with his stormtroopers, who then decide that they've had enough and start to run away (out of charge range, so all is good). His close combat squad charges into my scouts, but being the dedicated warriors they are, they continue their assault on the Leman and a well placed grenade blows it sky high. Due to the massive casualties from the explosion, I end up winning combat 3-2! Turn 4: My 2nd scout unit comes in, this time on my right board edge due to silly IG re-rolls. Not a bad location as they immediately set their sights on the stormtroopers harrasssing my Long Fangs. On the right, my razorback drops off it's squad so they can charge the IG in front of them. My left-most razorback tank shocks the command squad and squashes the plasmagunner who thought Death or Glory sounded like a good idea. My center squad advances toward his psykers and my rhino squad finally stops being scared and consolidates onto my center-right objective. In shooting, I kill a stormtrooper or two, blow up the Griffon with my razorback, annihilate his entire psyker battle squad with bolt pistols and flamer fire, and reduce his command squad to 2 models. I charge his last viable squad with my right-most razor crew and wipe them to a man. He has a few stormtroopers left, and one or two from the command squad, and a few left in combat with my scout squad #1, all of whom I quickly execute over the next two turns. At the end of turn 6, there's not an IG left on the board. My losses: A Rhino, all three land speeders, and a scout squad. Of course I have several units hurting (my command Rhino is down to 5 folks, and one Long Fang squad is at 2) but nothing to cry about. Seems like there's nothing I can't destroy at whim with first turn - no game I've played has even been close. Going second and starting off down a Long Fang squad or some vehicles, however, has resulted in some good games (but I've still won them all). Even with firs turn, this could have been much more competitive had his Colossus not scattered horribly on both of its shots. I've got a similar Batrep vs. Eldar that I may post later on - same style battle however, I go first, annihilate the enemy and then clean up turns 2-6... Thanks for reading, Trefenwyd Link to comment https://bolterandchainsword.com/topic/216727-sw-vs-ig-battle-report/ Share on other sites More sharing options...
Chalx the grey Posted December 9, 2010 Share Posted December 9, 2010 Hey nice report! And good work, luck was a bit on your side but that never hurts Link to comment https://bolterandchainsword.com/topic/216727-sw-vs-ig-battle-report/#findComment-2585171 Share on other sites More sharing options...
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