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SW vs DE


wolf363839

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Had a good fight against a veteran DE player today:

 

 

Battle Mission: Chaos Daemons - Fight to the Death

 

"Daemons" = Space Wolves

 

"Enemy" = Dark Eldar

 

Special Rule: Everyone is Stubborn for the game.

 

Deployment:

 

- I won the rolloff and chose one of the four table quarters for Jay to deploy. No real advantage/disadvantage from terrain. He had to deploy first and I had to split my forces and move on turn 1 from the opposite long and short table edges.

 

- I also went first since I was the "daemon."

 

- He decided to place roughly half of his forces in reserve.

 

- I was forced to split my forces with equal number of units in each half. The other half became reserves as normal. The key is that "daemon" reserves can enter from any table edge.

 

- I split units into my shooty half and assaulty half, which turned out to be a good move because my shooty units came on turn 1.

 

Objective: Completely wipe out the opponent

 

 

Space Wolves:

 

Thunderwolf Lord (reserves)

 

2 x TWC (reserves)

 

4 x WG assigned to GH Packs

 

Wolf Priest + GH Pack in Land Raider (reserves)

 

Rune Priest + GH Pack in Rhino

 

GH Pack in Rhino (reserves)

 

GH Pack in TwinLas Razorback

 

Typhoon Speeder

 

Long Fangs - 4 missile launchers in TwinLas Razorback

 

 

Dark Eldar:

 

Asdrubael Vect + Wyches in Raider (reserves)

 

Wyches in Raider (reserves)

 

3 x Warriors in Raiders (2 in reserves)

 

3 x Scourge Squads (2 haywire blasters each)

 

3 x Ravagers

 

 

Turn 1:

 

Space Wolves - I move on with the shoot half of my army on the long table edge and deploy the Long Fangs from their Razorback into some cover. I went first automatically from the battle mission, which pissed Jay off since he took Vect to be able to steal the initiative on a 4+... Turns out it didn't matter worth a damn because despite the fact that I fired Living Lightning, 2 twinlinked lascannons from razorbacks, and a typhoon launcher at all armor 10 and 11, I only managed to wreck a warrior's raider. My dice sucked something horrible for turns 1 & 2.

 

Dark Eldar - wreck the Rune Priest's rhino, immobilize the typhoon speeder and destroy its launcher, kill the Long Fangs pack leader when the LF Razorback explodes, and destroyed the GH razorback.... not looking good for the home team.

 

Turn 2:

 

Space Wolves - 0-3 on reserves (thanks again dice). Rune Priest rolls an 11 and fails to cast Living Lightning. GH Pack shoots a single Scourge down from the squad closest to them. Long Fangs manage to kill a Ravager.

 

Dark Eldar - 2-4 on reserves (Warriors and Wyches in Raiders). Kill half of the GH Pack hiding in the hole from their lost Razorback. Kill two more Long Fangs. Destroy the crippled Speeder.

 

Turn 3:

 

Space Wolves - I get the Wolf Lord and TWC as well as my GH Pack in Rhino from reserves, still no Land Raider... I attack from his long edge and charge a Ravager and the dismounted Warrior squad with the Thunderwolves, killing the Ravager and a three Warriors (deliberately fought the vehicle with the Lord and Thunderhammer TWC so I wouldn't be shot to death in his turn). My GH pack moves in behind a Warrior Raider and immobilizes it. Long Fangs fail to penetrate a Raider.

 

Dark Eldar - He gets Vect & Wyches and a Warrior Squad (forgets his third Raider is sitting on the shelf...for the whole game...). Vect and his Wyche Squad charge my Thunderwolves and do a couple of wounds and kill a TWC. Wyches charge the Long Fangs and put them out of their misery. Ravagers don't have any armor to shoot at so they kill a couple GH's instead. Scourges immobilize the GH Rhino and destroy its storm bolter.

 

Turn 4:

 

Space Wolves - Land Raider finally arrives and reinforces the Thunderwolves against Vect & Wyches. Preferred Enemy from the Wolf Priest allows me to kill most of the Wyches, but my Thunderwolf Lord and TWC are all dead by now (even with 3++ they fail more saves than they make...). The Land Raider damages a Ravager and destroys a Raider. The GH Pack in Jay's deployment zone destroys the immobilized Raider and then kills the meat inside. Rune Priest's Living Lightning again fails to cast on an 11...

 

Dark Eldar - Vect has killed about half the GH's from the Land Raider, but finally fails a 2++ save and dies from a Power Fist to the face (thank you Preferred Enemy). (That one event probably decided the game.) The Scourges take a few pot shots at the GH's. They don't do any appreciable damage, but do finally eliminate the GH Pack from the Razorback. Ravager immobilizes and stuns the Land Raider.

 

Turn 5:

 

Space Wolves - Rune Priest and GH Pack manage to stun the damaged Ravager. The GH Pack on the far side of the board begins to harry the two Scourge Squads in range, killing a few (and forcing Jay to move them away in his turn). Wolf Priest and remaining GH's continue fighting the remaining Wyches and Warriors from Vect's entourage.

 

Dark Eldar - Wolf Priest and Pack finally finish off the Wyches and Warriors. Scourges fail to kill any GH's on the other side of the battle.

 

Turn 6:

 

Space Wolves - Wolf Priest and Pack charge and destroy the Scourges nearby. The GH's on the far side finally kill on of the other Scourge Squads. Rune Priest's GH Pack kills the last Ravager with a meltagun up the ass.

 

Dark Eldar - Have only a 3-man Scourge Squad left and we called the game.

 

[[ I think we played 7 turns so some of the events above were probably blurred together a bit. ]]

 

Key Points:

 

On his 6th save attempt, Vect fails his 2++ and is insta killed. Had he lived, he would have likely killed the entire GH Pack and the Wolf Priest, thus saving that side of the board. Without that event, the game would have gone to the DE.

 

I really like having the Wolf Priest instead of Arjac because he makes the whole squad better and means that I don't have to use a special character. He's also cheaper.

 

Vect is an absolute daemon. Well worth 240 pts, especially since he steals initiative on a 4+. Probably a little undervalued points-wise in my opinion.

 

The Long Fangs didn't do much, but having four other units with mobile firepower seems like the way to go. I'd like to try this build against other opponents.

 

Note to self, remember to deploy all of your units! I don't think this would have turned the tide because my GH Packs could have easily dealt with a low points-cost unit, but it would have probably been a closer game (I had a Land Raider, Rhino, 2+ GH Packs, Wolf Priest, and Rune Priest alive).

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What points range was this? Also, why didn't you take a 6th Long Fang? Did you run out of points?

 

Battle was 2000 pts. I couldn't afford the 6th Long Fang because I wanted to give the Razorback a Twinlinked Lascannon instead.

 

I haven't fielded a Wolf Priest in a long time, and Preferred Enemy (Infantry) is just awesome. Having him with Arjac would be a great death star unit, but just too expensive for 2000 pts.

 

The Thunderlord and his TWC form one hard CC unit, and the Wolf Priest gives me another one.

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