GraemePaul Posted April 30, 2011 Share Posted April 30, 2011 Hi Folks, This is my first battle report and the idea is to get some feedback on the army I am considering to take to the October 2011 ToS in the UK. My Army Ragnar Blackmane 3x Wolf Guard with Combi Melta, Powerfist 2x Lone Wolves with Terminator Armour, Chainfist, Storm Shield 1x Grey Hunters Pack (10 Man) with Melta, Flamer, Wolf Standard 1x Grey Hunters Pack (9 Man) with Melta, Wolf Standard 1x Grey Hunters Pack (9 Man) with Melta, Wolf Standard 2x Godhammer Pattern Land Raiders 1x Crusader Pattern Land Raider My Opponents Army Warboss with Power Claw, Attack Squig, Cybork Body, Boss Pole Big Mek with Kustom Force Field 1x Nob Mob (10 Orks) with a Painboy with Grot Orderly, Waagh Banner, 2x Power Claws, 2x Big Choppas 1x Kommandos (6 Orks) with a Nob with Power Claw, Burna 1x Burna Boyz (7 Orks) with a Mek and a Kustom Mega Blaster 1x Ard Boyz Mob (18 Orks) with a Nob with a Big Choppa and Bosspole 1x Boyz Mob (20 Orks) with a Nob and 2 Rokkit Launchers 1x Boyz Mob (30 Orks) with a Nob with a Power Claw and Bosspole, 2 Big Shootas 1x Gretchin Mob (20 Grotz and 2 Runtherds) 1x Deff Dred with Big Shoota, Skorcha, Armour Plates 1x Deffkoptas Mob (3 Deffkoptas) with Twin Linked Rokkit Launchers 1x Killa Kan Mob (3 Killa Kanz) 2 Rokkit Launchers 1 Kustom Mega Blasta Mission - Annihilation/Pitched Battle Pre Game Deployment After Rolling for Mission/Deployment I win the Roll off for first turn and Opt to go second. My opponent sets his Orks up across the length of his deployment zone with his Warboss joining the Nobs in the Center and the Big Mek close by. His Large Mob of Boyz, Ard Boyz, Deff Dread, Burna Boyz and Grotz on his Left Flank and the Remainder on the Right. Deff Kopters are held in reserve for outflank. I Opt for a refused Flank placing my 3 Land Raiders on my Right Flank at the Edge of my deployment with 3/4 Inchs between each one and a Lone Wolf in each Gap (Crusader holding Ragnar and the 10 strong Grey Huntersin the center of the formation). My opponent then infiltrates the Kommando's 18" away from my Left most Land Raider. I roll to Steal the Initative and Fail. Ork Turn 1 With Nothing In Range that can Hurt my Land Raiders the Entire Ork Army surge forward, The Kommando's move through the Ruins on the Edge of my deployment and toward the nearest Land Raider Space Wolves Turn 1 the Left Land Raider Moves forward under 12" and the remaining 2 move 6" and the Crusader pivots to bring its horrendous firepower to bear on the Kommandos. Meanwhile the Lone Wolves Move up along side the tanks using them as cover for their advance. The Right Godhammer Land Raider fires a volly of Lascannon Fire at the Deff Dread but fails to pierce its armoured hide while the Machine Spirit of the Left Land Raider does the same with no luck. The Crusader opens up on the Kommand's and 4 vanish under the fusilade, the cover providing little protection under the weight of fire. The Nob, being an old hand understands casualties are a fact of war and keeps his head down, ready to make a move with his Power Claw next turn. Ork Turn 2 Again the Orks move forward, The Runtherds in particular driving their charges toward the Grey Skinned Behemoth's approaching the Ork lines. The Warboss Looks at the Sun wondering whats taking those Deff Kopters so long while he urges his boyz to move faster; There are Gitz to Krush and he does not want to miss the action. The Kommando Nob spots his chance and dashes out of cover with his remainding Kommando in tow, Lashing out with his Power Claw he gouges the side of the nearest Land Raider but the Tank is moving too fast for him to deliver a telling blow. Space Wolves Turn 2 The Tank Driver in the left most Land Raider hears the skreech of metal on metal as the Ork Kommando tries to tear a chunk out of the Land Raider and puts his Tank into reverse. The Opposite Godhammer Pattern Land Raider Driver decides to hold station and allow his gunners a better shot on the Ork Deff Dread. The Crusader meanwhile crests a short hill nearby to bring its guns to bear on the Grotz being driven forward. One of the Lone Wolves Spots the Kommando and with no better Targets decides to remove the Greenskin and stomps toward them. The Land Raiders again shoot the Deff Dread and are rewarded loud rending sound as the hydraulics controling its locomotion fail and it seizes up. The Crusader fires on the Gotz but the angle limits the number of weapons that can be brought to bear and although a quarter of their number of mown down the Runtherds keep them from scattering. Meanwhile the Lonewolf charges the remaining Kommandos and although he takes a wound in the process eliminates the unit. Ork Turn 3 Hearing a 'Thwop thwop thwop' the Deffkopters arrive and fire everything they have at the Land Raider Crusader blowing the Twin Linked Assault Cannons off. The Orks, enjoying the show are momentarily deafened to their warbosses cries of FORWARD YOU GITZ!!! and only surge forward again once the sounds of explosions die down and a few heads are bashed together. The Only sucess is by the entusiastic Grots who rattle shots off in the general direction of the Lonewolf that slew the Kommando's and are rewarded with him falling over dead! Space Wolves Turn 3 With Deffkopters behind them Ragnar orders all Land Raiders to Reverse back. The Godhammer Patterns Bring Their Lascannons to Bear on the Deffcopters but the recent drain on the capacitors mean the shots failed to do any damage. The remaining Lonewolf then charges into them and manages to bring two of the Deffcopters down while the third flees toward his own lines. Ork Turn 4 With renewed Momentum the Orks continue to move forward with the Warboss finally Reaching the Ruins formally occupied by the deceased Kommandos. 'KEEP MOVING BOYZ, WERE GONNA KRUMP THEM BEAKEEZ GOOD'. The Gotz manage to move within spitting distance of a Land Raider and a lucky, long range Rokkit from the fleeing Deffkopter shakes one of the Godhammer Land Raiders. The Burna Boyz Mek takes a look at the Deff Dread and hits it a few times with a hammer, doing nothing but shaking the pilot about. Space Wolves Turn 4 Studying the disposition of the Ork Horde Ragnar Instructs the Godhammer Land Raider on the Left Flank to take the Center while he moves to the Right. The Hurricane Bolters rip into the Grots, reducing them below 50% but a few well placed slaps from the Runtherdz and a got disappearing into the belly of a Squig keeps them in place. The Godhammer Land Raiders Fire on the Deff Dread, blowing it to smithereens and taking 4 of the Burna Boyz with it. The Remaining Lone Wolf moves to be along side Ragnar's Crusader, knowing that is where the hammer blow is most likely to land and the best place for a glorious death. Ork Turn 5 Closing the Noose on the Space Wolves the Ork Warboss gets his boyz closer but still not quite close enough to engage the Land Raiders. The Kans let off everything they have at Ragnars Crusader and blow the drive train. It looks like Ragnar is walking from hereon but he was getting out anyway... Space Wolf Turn 5 With The Godhammer Land Raiders surging forward the middle one runs over the Gotz and send them fleeing. While all the Grey Hunters disembark from their respective Land Raiders, Ragnar and his pack leap from the immobilized Crusader and dash Straight torward the Warboss and his Nobs Mob, The Lone Wolf following closely behind. With each pack deriving inspiration from their Wolf Banners Ragnar lets out a mightly howl and the Wolves of Fenris pounce on their Prey. http://i95.photobucket.com/albums/l137/GraemePaul/Space%20Wolves/DSCN3171.jpg http://i95.photobucket.com/albums/l137/GraemePaul/Space%20Wolves/DSCN3173.jpg http://i95.photobucket.com/albums/l137/GraemePaul/Space%20Wolves/DSCN3174.jpg The 'Ard Boyz manage to weather the hail of attacks from the Space Wolves and lose only 3 of their number for the loss of 5 Wolves. The Wolves Fall back. The Center Pack Takes a Bloody gouge out of the largest mob of boys killing nearly half their number for a loss of but 3 battle Brothers. Ragnar himself rains a flurry of attacks on the Ork Warboss, beheading him while his pack get to grips with the Nobz mob. Although the Nobz give a good account of themselves it is not enough and they flee from the combat, the wolves failing to catch them over the stinking corpses of the dead. Ork Turn 6 The Nobz fail to Rally and continue to flee from the fury of the wolves. The Kans and remaining boyz mob move up, eager to get to grip with the maries and unaware their leader has been toppled. The Big Mek, seeing everything from the ruins decides to slip away in the confusion; to get some more boyz. The Ardboyz press on the remaining Grey hunters from the previous combat and slay them all leaving only the wolf guard surrounded by Orks. The Large Mob exchanges blows with the Grey Hunters in the center, whittling a few more wolves away while losing the same number of boyz. Space Wolves Turn 6 The Godhammer Land Raiders manuver to take on the Killa Kans. Wreaking one and tearing a claw from another with their Godhammer Lascannons. The Immobilised Crusader fires at the remaining Boyz Mob but the Kans they are The Lone Wolf turns his attention to the large mob of boyz engaged with the deminishing Grey Hunter Pack and between them reduce the mob some more while taking no casualties in return. while Ragnar separates from his pack to rescue his wolfguard fighting against the Ardboyz, cutting a bloody swathe through their ranks in an effort to reach his isolated brother. Ragnar's pack Engage the remainding Burna Boyz and wipe them out. Conclusion The Game ended on turn 6 with me on 5 KPs and the Ork Player on 1KP (surviving lone wolf) Although I enjoyed the game I dont think the matchup really tested my army composition as my opponent had very little shooting that could even scratch a Land Raider (he was relying on Klaws and expecting him to move toward him) however my tactic of holding back until the last moment (where my entire army could benefit from War Howl) paid off although it was dicey vs those Ardboys (damn they can soak up some damage. I must have done 20 wounds and he saved all but 3!) I think I may tweek the army to Just the Crusader but keep Ragnar as he was fun and smashed what he was supposed to Smash. Any suggestions for what I can do with 500pts? Link to comment https://bolterandchainsword.com/topic/228771-battle-report-ragnars-hammer-v-warboss-hazit-ork-horde/ Share on other sites More sharing options...
Gen. Confusion Posted May 1, 2011 Share Posted May 1, 2011 Dude. This ork list was not optimized at all. I think it was a poor choice for a good practice game. If it was just for fun then cool. But don't expect a real tourny list to look like that. You had a good plan for the game but once I read the ork list I knew that you had already won with out having to read the rest of the report. A nasty ork list would have included 3 or 4 deff rolla battle wagons or a 9 kan wall/boys hoard. As for your list. You are taking a rock to a rock, paper and scissors game. You will do well against the scissors list but will have a hard time with paper lists. A good paper list would be dark eldar with tons of dark lances. Vulcan melta spam or drop pod assault may cause you some problems as well. If you lose your raiders early you are fighting a 1750 list with a 1000 point list. Just some food for thought. Just try and think about what types of lists you might face in a tourny and think how your army would deal with them. That way you can have an answer to those paper lists. I hope this helps. Link to comment https://bolterandchainsword.com/topic/228771-battle-report-ragnars-hammer-v-warboss-hazit-ork-horde/#findComment-2742977 Share on other sites More sharing options...
GraemePaul Posted May 1, 2011 Author Share Posted May 1, 2011 Hi There Gen. Confusion, I was aware my opponents list was not optimised. I informed him of the composition of my army before he drew up his list and suggested he use his Guard army instead. Unfortunately my regular opponent is not used to competative games and he realised quite early on that all I needed to do was stay out of combat the whole game and move 12" and his idea of Power Klaws opening up those Land Raiders fell on its face (the fact I was able to use the Land Raiders to dictate exactly when I entered Combat worked as I thought it would). The idea for the army was also to take a force that was nigh on assured of delivering Ragnar exactly where I wanted him. My army does have a few issues though, the main being it's quite boring to play!. Until those assault Ramps fall I am moving 5 models a turn. Its also limited in what it can do and if I miss time the assault or face an opponent with better assault units than mine, war howl or not I am likely to lose. Objective based games can also be quite tough as I need to commit my entire force to the attack and there is not alot I can use to hold home objectives. In hindsight the 3 Land Raider/Ragnar list was a nice experiment but I dont think I will be using this exact force for a ToS. I will however be keeping Ragnar and at least 1 Land Raider so I have to think what direction I want to take the Army. A couple of example lists are: Modified List 1 Space Wolves 1750 HQ Wolf Lord Ragnar Blackmane Bolt Pistol, Frost Blade, Frag & Krak Grenades, Melta Bombs, wolf tail talisman, wolf tooth necklace Saga of the warrior born, Rune Priest Gjevvald the Wyrd Bolt Pistol, Runic Weapon, Frag & Krak Grenades, Powers: Jaws of the World Wolf, Living Lightening ELITES Wolf Guard Pack Leaders (3) Jorik: Combi Melta, Power Fist Engir: Combi Melta, Power Fist Dure: Combi Melta, Power Fist Dreadnought – Hades Assault Cannon, Dreadnought CCW, Heavy Flamer Drop Pod Dreadnought – Cerberus Assault Cannon, Dreadnought CCW, Heavy Flamer Drop Pod TROOPS Dure's Grey Hunters (9) Bolt guns, Close Combat Weapons, Frag & Krak Grenades, Meltagun Drop Pod Engir's Grey Hunters (8) Bolt guns, Close Combat Weapons, Frag & Krak Grenades, Meltagun, Wolf Standard Rhino Jorik's Grey Hunters (10) Bolt guns, Close Combat Weapons, Frag & Krak Grenades, Meltagun, Flamer, Wolf Standard HEAVY SUPPORT Gunnar's Long Fangs (5) 4 Missile Launchers, Frag & Krak Grenades, Pack leader has a Bolt Pistol Gunnar's Long Fangs (5) 4 Missile Launchers, Frag & Krak Grenades, Pack leader has a Bolt Pistol Land Raider Crusader This list is heavily modified and offers up double the kill points for greater long Range Fire Power and utility. Ragnar and the Large Grey Hunter pack ride in the Crusader to engage my opponent while the Dreadnoughts drop on top of them and engage at close range.The Remaining Grey Hunters in a drop pod come in later to support the line or grab an objective while the Rhino borne Grey Hunters either use the Crusader as Cover or sit on an objective. The Long Fangs engage everything they can from Long Range. Modified List 2 HQ Wolf Lord Ragnar Blackmane Bolt Pistol, Frost Blade, Frag & Krak Grenades, Melta Bombs, wolf tail talisman, wolf tooth necklace, Saga of the warrior born, Rune Priest Living Lightening, Jaws of the World Wolf Rune Priest Living Lightening, Murderous Hurricane, Chooser of the Slain ELITES Wolf Guard Pack Wolf Guard (3) 3x Combi Melta 3x Power Fist TROOPS Grey Hunters (8) Meltagun, Wolf Standard Rhino Grey Hunters (8) Meltagun, Wolf Standard Rhino Grey Hunters (10) Meltagun, Wolf Standard HEAVY SUPPORT Long Fangs (5) 2x Missile Launchers,2x Lascannon Razorback Lascannon, Twin Linked Plasma Cannon Long Fangs (6) 3x Missile Launchers,2x Lascannon Razorback Lascannon, Twin Linked Plasma Cannon Land Raider Crusader The Second list reinforces the Long Range Theme and uses Long Fangs and Rune Priests with Living Lightening to Rain as much Damage onto the Enemy while the Crusader packed with Ragnar, 10 Man Grey Hunters and a Wolf Guard drives directly for the weakest point in their army and create havoc. Or I could drop the Idea of Ragnar and Land Raiders all together and start from the Ground up. Link to comment https://bolterandchainsword.com/topic/228771-battle-report-ragnars-hammer-v-warboss-hazit-ork-horde/#findComment-2743075 Share on other sites More sharing options...
Gen. Confusion Posted May 2, 2011 Share Posted May 2, 2011 Both of those lists look pretty good. But they will play differently. May I suggest that you go with a two raider list. Or at least tryout some practice games. A one raider list would suffer from death star syndrome. As long as you put something nasty in the seconed raider it will help ragnars raider to survive. For example, you could go with this. Ragnar with 8 man grey hunter pack (with upgrades) with attached wolf guard (with upgrades) in a standard raider. Raider two would be Wolf Priest with 14 man blood claws pack (with upgrades) with attached wolfguard (with upgrades) in land raider crusader. What do you think? Link to comment https://bolterandchainsword.com/topic/228771-battle-report-ragnars-hammer-v-warboss-hazit-ork-horde/#findComment-2744464 Share on other sites More sharing options...
GraemePaul Posted May 2, 2011 Author Share Posted May 2, 2011 Hi Gen Confusion. Nice Idea. I have been tweeking the army somewhat and I believe I have something which retains the core idea while adding greater versatility: HQ Wolf Lord Ragnar Blackmane Bolt Pistol, Frost Blade, Frag & Krak Grenades, Melta Bombs, wolf tail talisman, wolf tooth necklace, Saga of the warrior born, Rune Priest Living Lightening, Jaws of the World Wolf, Saga of the Beast Slayer ELITES Wolf Guard Pack Wolf Guard (3) 3x Combi Melta 3x Power Fist, Lone Wolf Terminator Armour, Storm Shield, Chainfist Lone Wolf Terminator Armour, Storm Shield, Chainfist TROOPS Grey Hunters (7) Flamer Rhino Grey Hunters (8) Meltagun, Wolf Standard Grey Hunters (8) Meltagun, Wolf Standard HEAVY SUPPORT Land Raider Land Raider Long Fangs (5) 4x Missile Launchers Razorback Twin Linked Lascannon So the core of the army is a 'Assault' Element of Ragnar and two Grey Hunter/Wolf Guard loaded Landraiders. These provide protection to the rest of the army by using their bulk to block LoS from my opponents most dangerous ranged units. The Rune Priest sits back in the Rhino with the small Grey Hunter Pack and his job is to shut down the enemy psychic powers, snipe light vehicles/transports/Monsterous creatures/walkers etc with living lightening (Saga of the beast slayer giving a re roll to hit) and use Jaws if the right moment comes up. The Wolf Guard in the unit is there to provide a one shot melta should it be needed as well as some close combat clout. This unit sits on any Home Objective there is or provide support to the Assault in annihilation missions. The Long Fangs and their Razorback are there to pop any transports/medium vehicles or thin out horde numbers so the Assault element can get at the crunchy bits inside. Lone Wolves are thre to be a distraction and to do some damage should they ever reach my opponents lines. Army has 5x Twin Linked Lascannon 4x Missile Launchers 5x Melta (3 are combi Melta) 3 Scoring Units 10(12) Kill Points. Link to comment https://bolterandchainsword.com/topic/228771-battle-report-ragnars-hammer-v-warboss-hazit-ork-horde/#findComment-2744748 Share on other sites More sharing options...
Lumdin Posted May 2, 2011 Share Posted May 2, 2011 I think the first list might be better if your going with a one raider list. They cant ignore the 2 drop podding dreads in their lines. Which should give your land raider more time to get into position. Link to comment https://bolterandchainsword.com/topic/228771-battle-report-ragnars-hammer-v-warboss-hazit-ork-horde/#findComment-2744829 Share on other sites More sharing options...
Gen. Confusion Posted May 4, 2011 Share Posted May 4, 2011 That two raider list should work pretty well. You have more long range punch than the three raider list. You also added psyker defence/offence. Plus you kept your core concept with ragnar and raiders. Give her a test spin and tell us how it goes. Link to comment https://bolterandchainsword.com/topic/228771-battle-report-ragnars-hammer-v-warboss-hazit-ork-horde/#findComment-2746171 Share on other sites More sharing options...
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