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13th Company Revival [The Long Climb without MtC]


Baba Lem

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Going through my models, I found my old 13th Warband in a box. So I sat down and thought of a list to bring to the table what I used to play in 4th and 5th before the new codex. With the new allies system, I'll use BA Death Company to display Wulfen packs for some fun games at the club, once I got testing done. I may end up having to paint a few additional models, but I don't plan on changing the list once it's done.

 

#Thunderlord [Fist, Shield, Runic, Things, Puppies]

-- I'll use my old Lord on bike for him, since the model is bulky and has a big base, it should be fine for friendly games.

 

#5 TWC [Fist]

-- His trusted Stormclaw Biker gang. Thinking about a shield or two. But they're expensive. Minor conversions can be made.

 

#10 Wolves

-- Just some screening. Though, they tend to be underwhelming. Might trade it for a pack of five.

 

#10 Hunters [Plasmaguns, Banner, MotW, Axe]

#10 Hunters [Plasmaguns, Banner, MotW, Axe]

#10 Hunters [Plasmaguns, Banner, MotW, Axe]

-- Slogging them is going to be slow without Move-Through-Cover and Scouts. I'm wondering if the new Rapid Fire rules and running can make up for it. Needs some Battle Focus.

 

#6 Fangs [3 ML, 2 LC]

-- Not really sure about them. It's like back in the day. Though they got cheaper, one unit is just not going to cut it. Maybe I'll trade them for 2x2 LCs, just to keep those tanks busy while the gang closes in.

 

#Reclusiarch Wolfpriest-Count-As [Fist]

-- The HQ I need for the allied contingent. Something to throw at an enemy warlord with a cheap fist and three wounds. He makes the DC that much more devastating when they reach. If they reach.

 

#15 Death Company [Axe, Axe, Axe]

-- The Wulfen. Slower, alas, they'll run. The lack of Scouts USR hurts once more, but what can you do? I have twenty Wulfen models and want to use them. Feel no Pain should help them to do what they're supposed to do - take fire.

 

Together, it comes in about 2000 Points. If I want the LCs in the Longfangs, I have to take away some candy from the lord. Not sure if I want to drop the TWC by a model to pay for a shield.

 

 

First up, I'll throw them versus a DA/Guard list. He brought:

 

Belial with 10 Deathwing Terminators [2 Heavy Flamers, Sarge with TH/SS]

2x 5 Deathwing Terminators [Assault Cannon each, not sure about weapons]

6 RW Bikes [2 flamers]

 

Guard Officer and Command Platoon [Master of Ordnance, Fleet dude]

10 Veterans [Grenade Launchers, Cloaks, Heavy Bolter dude]

Leman Russ Demolisher, Leman Russ Exterminator [Plasma sides, LC hull]

 

 

Seems like a unique list. I wasn't worried about Belial, knowing I could handle him in CC. The tanks would be the problem. Mission objective was Emperor's Will and deployement was Hammer & Anvil - d'oh. Longer distance to run to his side, more bunched up deployment. Oh well.

I went first, luckily.

 

His marker was in the right of his deployment zone, from my perspective. I put mine as far up as possible, not planning to stay in my zone. A big building in the center of the map helps block LOS and ensures I get cover once I set on my objective which was placed right behind it. He's got a couple of ruins in his zone, scattered craters. So do I, not that might side matters since I'm going to run at him.

 

Deploying offensively, the left flank holds the Stormclaws/TWC and Lord. Flanked by the dogs, flanked by the DC. Flanked by a Hunter unit. I backed the TWC up with another Hunter unit and the center with the third one, able to support my push to his or the defense of my own objective. Warlord trait was meaningless. The Longfangs had to decide, I was only going to cover one side of the board, due to the ruin in the middle. So I put them right, threatening his left side with the TWC already.

 

He deployed in turn, not that he had a lot to deploy. He challenged the TWC with the Leman Russ tanks, which were a squadron. Screened by the bikers, 27" away. Close enough to charge in turn two, if I live. His veterans go on his objective, the Platoon hides in the far back. The right side isn't going to see a lot of action, I think.

 

First turn, he fails to seize. I rush all my stuff forward, what else can I do? Since I deployed out of cover, no terrain slows me. The running rolls for TWC and Wolves are 5 & 6, so I screen the TWC as best as I can, while the infantry behind advances. The Longfangs move too, not going to waste my missiles on Stealth veterans in a ruin. I wanted to advance around the center building to threaten some side shots.

 

His Deathwing Assault carries Belial and ten Terminators directly behind my right flank. They don't scatter, so he can set them up nicely. Their dual heavy flamers smoke the Longfangs and some Hunters: First Blood. His Russ tanks shoot a couple of dogs and the TWC loses one model, the Lord losing two wounds as well, as well as his wolves. I fail both LDs, the Fenris Wolves run 5", while the TWC run 11" - due to positioning, however, and having to walk a curve around my Hunter pack, as well as their high running roll during my turn, I only end up about 5" to 6" from where the lead model was.

 

The empty right flank has some work to do, now that ten terminators have appeared. Luckily, however, he put them in range of the Death Company/Wulfen. Thinking that a bucket load of attacks would be enough to deal with the terminators, I advance my right Hunters and run them, no point wasting bolts on dug in guards. The center pack moves behind the center ruin and shoots a Terminator down, cooking one of their own with ze plasma. Three ones, urgh. The DC doesn't care, though. They charge Belial, one is scorched by Overwatch. After about fourty attacks and twenty-five wounds, not a single terminator died. Are you kidding me. Preparing for the worst. The Deathwing swings back and Belial and his crew kill 11 DC. Lol. Oh well. Two remain standing, at least they cut down the whole unit with their axes. By the end, I got the Wolfpriest, two axe-wielding Wulfen versus Belial and a First Company member.

 

On the left, meanwhile, the Lord rallied and led his gang back toward the tanks. I won't reach 'em in turn two, since he put a screening belt of bikes between them and my charge range. So I charge the bikes instead. A lucky charge roll later, and five bikes are dead. The last one flees with the help of hit and run. The TWC are left 1" away from the Executioner and Demolisher, at least, in cover, with a decent consolidation roll to split up.

 

His turn two, luck shifts a tad. Both his terminator units, which had remained in reserve, stay there. He drops a lot of stuff on my Thunder-Stormclaw-Count-As-Battle-of-the-Fang-Megadeath, by the end of it, the Lord still stands. One wound, as he had been. With two TWC remaining, one wounded. Fist dead. This time, I passed my LD. But the pack in the middle failed pinning due to some odd wound form the Master of Ordnance. Oh well. In close combat, Belial deals a wound to the Wolfpriest, who had challenged. He saves the fist. Oh well. The Wulfen tear down the last terminator, preparing to cut Belial to pieces should he kill the Wolfpriest.

 

Dawn of turn three, I prepare myself to take out a tank or two and close on the veterans on his objective. More tomorrow, however.

After a couple of games, I feel like that is something you're required to do. Rhino-less, slogging GH are just too slow to affect the game. Modeling them as runic portals, perhaps stones of some kind seems like a close enough solution and compromise between no vehicles and being effective.

 

 

On to more tales.

 

 

Turn 3

My Lord splits off and wrecks the Executioner. The remaining two Stormclaws wreck the Demolisher. The offensive GH pack advances toward the opponent's side, getting rid of the last Ravenwing biker who had fled the Lord's wrath on their way there. The only remaining forces in his half by that point are the veterans and command platoon in the building to the right of his deployement zone, holding his objective as well.

 

The Wolfpriest, although taking two wounds, tears Belial apart with his Fist and marches the remaining two Wulfen back toward the center of the map. My remaining two Hunter units move into the ruin behind which my objective rests, anticipating the Deathwing's arrival.

 

On his player turn, one squad arrives and teleports directly upon his mission objective, in range of the advancing GH pack. He chooses to shoot the remaining TWC, however. Both are wounded, and one of the Stormclaws dies. Lucky for me, considering his weapons were twin-linked. The rest of his shooting kills a couple of Hunters in the advancing pack.

 

 

Turn 4

The Lord races toward the command platoon, won't make it into combat, so he runs. The last TWC is in range of the Terminators on his objective, as are the Grey Hunters. The Hunters in my building fire at his Terminators, about 24" away. Three Plasma shots and Bolter rounds later, all live. Assault. The Hunters pop their banner and charge in. The last TWC makes it, too. Wolfguard leader challenges and shows the pack how it's done, smashing the Deathing sergeant. For the rest of the unit, he makes all his saves, though, including three invuls and lives. I lost a handful of GH, hold both LDs.

 

The rest of my army repositioned. The Wulfen continued to move up, while the Hunters remained on the objective and shot. Meanwhile, the Fenrisian Wolves ran off. Buggers.

 

His player turn, the last Terminators arrived. Against my expectation, he teleported his unit directly behind my objective, challenging two full GH squads. His shooting kills the last Wulfen and Wolfpriest (DC/Reclusiarch), and reduces one of the Hunter packs to half their size. The assault on his objective turned bloody. With more sick rolls, he kills the GH unit and the Wolf. The only thing walking out of the collapsing part of the building is the Wolfguard terminator, who firmly plants his stubborn ass on the objective. Come, get it.

 

 

Turn 5

Considering he has only two scoring units left, I change the Lord's course and head for the veterans directly infront of the Wolfguard. In my half, the beaten pack sets up for a charge, while the full pack unloads ranged wrath. Two die to plasma and bolts, another dies to the challenging Wolfguard. During his turn, the Wolfguard breaks the last two and casts their shattered bodies to the ground, marching back to the objective. My half is secured.

 

I charge the Lord into the Vets, pass Overwatch saves but he clubs the Lord down in close combat, rolling a handful of sixes. Oh well. It's on the lonely Wolfguard to hold the objective.

During his turn, he fires grenade launchers and their character sergeant's relentless bolter at the WG, only to then charge and lose two models. The WG is fine, while they break and run away.

 

 

Turn 6

I move back a little to make his shooting the WG harder. He rallies his veterans, orders them to shoot an extra shot. But since they rallied and have to snapfire, the Terminator lives. Then, the game ends. First Blood and Warlord to him, while I got Warlord and two objectives. Had he killed the WG, he would have won by a point. Alas, the bad luck of my Lord didn't extend to my Wolfguard. Had he killed the Wolfguard, it would have been closer to a draw, perhaps slight victory for him. Depending on a Turn 7, I could have scored linebreaker to challenge his First Blood. But the dice decided, and the Wolves march off as winners.

 

 

Another game versus Daemons coming up. I played one versus Eldar too, but I won't type that up. So much units and movement, it would be hard to keep track of without pictures, although I won in the end. So far, the Wolfs go uncontested. Daemons of Khorne coming up.

Honestly brother, very entertaining indeed. Please do type at your leisure, though I totally understand the points of not trying to write down the Eldar match comprehensivly.

What was the "loadout" of the brave lone Terminator Wolfguard, if I may ask?

-He deserved his place among the heroes of the rout I'd say.

Good input from Grey Mage there, as is ever the case.

The runestones come portal theme strikes me as fitting.

Thanks, brother. Your comments are appreciated.  I might end up doing the runestone thing, after all. And I'll give a short summary of the Eldar battle, tomorrow. Each Grey Hunter pack was lead by a WGPL in TDA with Chainfist and Stormbolter. I thought I had added them to the other list. The reworked version I utilized versus the Daemons of Chaos:

 

#Thunderlord [Runic Armour, Fist, Shield, Saga of the Bear, Pair of Fenrisian Wolves]

# BA Reclusiarch as Wolfpriest [Fist]

 

#10 Grey Hunters [double Plasmagun, Axe, MotW]

# Wolfguard Leader [TDA, Chainfist, Stormbolter]

 

#10 Grey Hunters [double Plasmagun, Axe, MotW]

# Wolfguard Leader [TDA, Chainfist, Stormbolter]

 

#10 Grey Hunters [double Plasmagun, Axe, MotW]

# Wolfguard Leader [TDA, Chainfist, Stormbolter]

 

#5 Thunderwolves as Stormclaw Bikes [Fist, Shield]

# 5 Fenrisian Wolves

# 5 Fenrisian Wolves

 

#5 Fangs [2x ML, 2x LC]

 

 

Another game, this time in the Eye of Terror, against Daemons. Fitting as it gets.

 

Bloodthirster [Reroll Invuls, Feel no Pain on 4+, lol]

Herald of Tzeentch x2 [both with Misfortune, Prescience and Flickering Fire; One with Grimoire, One with Portalglyph]

15 Horrors x2

15 Hounds of Khorne x3

Skull Cannon x2

 

Just so you know what's up.

 

Mission was Scouring. Deployment was Vanguard. I set up in the bottom right, he went top left. Six markers were placed around the center of the board, about eight inches closer to his half of the table than mine. Since we forgot to roll values, we settled for each counting as two. I'd have to do some walking, but had planned on doing so to begin with. Although I didn't get to scout, he would be moving up close. One way or another, a wolf will feed.

 

Looking at his list, a part of me wanted to cry howl. After he had rolled the perfect combination of psychic powers/rewards and turned his Thirster into a really nasty nut, making it as close to immortal as a model can get. Basically, he had 90 wounds in the form of his hounds as screen between his Horrors and my units. They'd be scoring too, due to the mission. The Horrors can get nasty: with Prescience and Herald each unit produces about 4d6 shots Str 6. Coupled with Misfortune, that's the potential of shooting up two units at 24" a turn. Sick.

 

Luckily, I got first turn. I set up similar to last game: Wolflord and Stormclaws (TWC) on the left, supported by a pack of dogs (had split them up (2x5). Next to them, the Wulfen (Death Company). Second line was three Grey Hunter units, set up behind each offensive unit for support and some shots at range. The Fangs were on the right, looking to pop some demons with their big guns. The last dog unit was on the far right, mirroring its brother pack.

 

He set up as I had expected. As seen from my side, he faced the Lord and Pack with his Bloodthirster. Going from there to the right, he set up his Hounds in one big belt spanning his deployment zone. Behind them, centrally, the Horrors with a Herald attached each. In the far back, his Skull Cannons.

 

His scouting was defensive. Not wanting to risk a charge by the TWC, he only moved the left unit a couple of inches ahead. By the end of the movement, he was about twenty-two inches away. Failing to seize, I rolled up. The Wulfen walked down the right flank, heading straight for his army, Priest attached. The Hunters walked up up behind them, unlocking their guns. I forgot about Nightfight, so I failed to move the Longfangs. The right dogs ran toward the right Horrors, attempting to bait some shots away from my Wulfen. The left unit remained in my deployment zone, covering the Lord and his Stormclaws which moved toward the table center, supporting my Wulfen in the center. I had not taken the bait of his dogs and did not want to throw my Lord at his Thirster without support. 

 

Due to my lack of ranged support and the darkness of the night, my shooting killed an odd dog or two, Bolters, Plasma Guns and Missiles combined. The Bloodthirster was out of Line of Sight, while the Skull Cannons were more than 36" away. The Wulfen ran, preparing to be charged.

 

He cast some powers to enhance his shooting performance. His Horros moved up, one unit central to shoot one unit of Hunters, but they were denied, one unit taking the bait of the flanking dogs. He was after an easy first blood but didn't get it. Going to ground, I lost two and held my LD. golly gee. Another Herald cast Prescience on the Khorne dogs, in the center, letting them reroll their hits. Yikes. They moved up and charged the Wulfen, while the rest of his dogs moved up and circled my tight center. The Thirster flew toward my left flank, still far enough away to not worry myself with for another turn. The mental turn this game would take began to show itself, when the Hounds attacked my Wulfen and did some thirty wounds. Thanks to Feel-No-Pain, I only lost two models. In turn, the Wulfen ate a couple of dog, they remained at twelve models.

It was then that hope filled me, willingly taking the chance the dice had given me.

 

 

Turn 2

The center had all my attention. I had to get red of the dogs infront of me before their brothers arrived. I moved up two Hunter units to support the Wulfen, while the Lord and his Claws rode around the trouble in the heart of the field, looking to attempt a charge on the Horror unit on the left he had over-extended to shoot my GHs. It would be a 9" charge.

 

The Longfangs shot a Skull Cannon, but he made two covers. Penetrating hits, too. The left dogs prepared to die and deployed from the Bloodthirster in such a way, that it would not be able to fly over them with 12"; he'd have to fly less and bother with the cheap dogs or fly over them, but wouldn't be able to charge anything in the center, or the advancing Wolflord.

 

The Grey Hunters I had set up behind the Lord moved down to support the flank against the demon dogs and Bloodthirster, mangaging to kill one of themselves with plasma overheat. Nothing to shoot at, the central Hunters joined the fray. Since he was still at a 3++ with his dogs - he had used Grimoire on them - only five or six dogs died, leaving me piled up. Not too bad, considering he wouldn't be able to shoot me. Once more, the dogs failed and only killed a couple of Wulfen.

 

The meaningful charge on the left was successful. Lord and TWC rode in, killing every member of the Horror but one and the Herald. At the end of consolidation, I was 7" away from the Herald, meaning I would be open during his turn. Not getting First Blood hurt as well. He would simply put the Herald in the other unit of Horrors and walk the surviving fellow as far back as possible.

 

Bottom of my turn two. The demons about to strike back.

 

The Bloodthirster swooped over the dogs and killed two with Vector Strike. They failed LD and ran off. First Blood. And a killpoint, considering it was Scouring. Sadly, this opened up the pack on the left that had shot the Blood Thirster to another pack of dogs that had followed the winged demon. They would need a 9" as well, and made it. Wolfbanner, Overwatch and a whole lot of nothing killed a dog and wounded one. Pretty weak for a full unit of Hunters. He went mental again did another thirty wounds. The WG stepped forward in his hulking TDA and saved those three dozen saves with the help of the Wolfbanner. Not a wound was given that turn.

 

Left flank held at bay, to a degree, the center looked bleaker. Although the Lord denied the witch twice on misfortune, the combined shooting of the Skull Cannons and Horrors smoked the unit down to the Lord and one TWC. The last pack of dogs charged them. I didn't even do a wound and was wiped out by a hail of attacks. He paid me back for my passed armour saves and had made another 10" charge. What a bum.

 

That was another killpoint for the fast attack TWC and a killpoint for my Lord. Also, my means of smacking the Thirster had left the table. At least, in the center, the Wulfen and their Wolfpriest walked through a pool of gore and tore the demons apart from limb to limb. Yes, I had to be graphic about it. It felt good to kill a unit. Only 60 wounds of dog left on the table.

 

Consolidating toward the dogs that had chewed up the lord, I sent one pack to support the left flank. The dogs had to go. The Thirster would be ignored. And Horrors as well. I was simply out of option. Turn three, go.

 

 

Turn 3

The Longfangs fail at shooting up a cannon. The two packs on the left kill a couple of hounds and lose a couple, piling in. Still about nine dogs left. The center feels like justice. The Wulfen eat six dog hearts, are left unsupported, however. The Hunters that had meant to support them were slowed by terrain, despite the use of banner.  Then it happened. The three dogs that had gone to ground on the right lost it. Racing 11" through the ruins, they jumped at the remaining Horror unit with two Heralds.

 

Imagine.

 

Assaulting into cover, without grenades. What could they possibly do? Hammer of Wrath kills a Horror. The Horros kill a dog. The dogs kill two Horrors. He rolls for Daemonic Instability and scores two lovely ladies. Double Six -- Banished! That was it for his shooting. The dogs, man. Why have I ever doubted them? Oh yeah, because they're bad.

 

His turn three, the Bloodthirster lands behind the Wulfen. All his fancy stuff gone due to the Heralds' death, no more Grimoire, Prescience and all those heretic things. Looking good, although I felt I had not done much to inflict this state. Oh well.

 

The Thirster cuts a couple of Wulfen up, the guys eat more dogs. I win combat resolution and the Thirster loses a wound. Good boys. The Skull Cannons did something. Over the turn of the game, they killed an odd marine here and there. Nothing fancy enough to write it down. Bottom left sees more diminishing dogs, the two Hunter squads beginning to see some land among all these red scales and collars.

 

 

Turn 4

I had planned to move the far right Hunter pack, the one who had failed their charge, toward the Horrors. But since the dogs had taken care of that, there was no reason to do so anymore. I ventured toward the big pile in the center instead and charged in. By the end of combat, all Hounds were dead. And more Wulfen had died. Amazingly, despite having fought against the Thirster for two rounds and against 60 wounds of dogs, I still had 8 dudes left. The Hunter pack and the Wulfen surrounded it, preparing to cut its four wounds down. Thirster passed his instability.

 

On the left, the last pack of dogs was beaten to a pulp, a small lot remained. Both Hunter units had been brought down to about five each.

 

His turn four, not  a lot of options are left. The Warpstorm does something important for a change and increases his invulnerable saves by one, making the Thirster even more of a nutter. The Skull Cannons do something, but nothing important. The game resolves around the big pile in the center. The Thirster cuts the Wulfen down to five or six guys, I fail to do anything. The Hunters fail their LD and retreat, Wulfen remain. One of those turns, the Wolfpriest died in a challenge to the Thirster.. Not that it had mattered.

The dogs on the left finally die. I move up my packs to the center of the board. The hero wolves die as well, shot to bits by Skull Cannons.

 

 

Turn 5

..time to collect some objectives. Sadly, both squads on the left are too far away to catch anything by the end of turn five. So I move one pack up to support the close combat with the Thirster, who had planted his arse just on one objective. The other Hunter unit ran toward the objective closest to the left flank. I was about six away, even after running far. I'd need a sixth turn to capture it. The retreating pack regrouped and joined with the other bunch. They tackled into the Thirster. This time, they did something useful and took it down to one wound. In turn, the Wulfen were cut down more. One Hunter pack thought it better to retreat. Again. The smaller pack stayed around.

 

The Longfangs shot the Horror that was hiding on his objective, the lonely survivor of the Thunderwolf charge and killed it. No more scoring units for him. Not too bad.

 

His cannon on the left rolled up to the Hunters that wanted to score. He killed one by shooting. His Warp Storm wiped out the Longfangs with arcane trickery. I can never bother to remember all the effects it has.

 

More assault. He kills off the last Wulfen and a Hunter. Two or three remain alive.

 

It's looking close toward the end. But the game goes on.

 

Turn six, the Hunters on the left secure the objective. Their plasma guns fail to smoke the cannon. In center, I throw my rallied pack at the Thirster. He wiped out one pack, I do nothing. They hold.

 

 

Turn 6

He tries his best to remove the Hunters from the only objective currently scoring, but fails. Even with impact hits and shooting. Warp Storm results in him having to roll an Instability test with 3d6 -- for a random character, mind you -- but the only character remaining was the Thirster. Surrounded by slaughtered brethren, the Grey Hunters salute the opening tear in the fabric of reality with stern bolter salvos and make sure that the thing doesn't come back.

 

A lucky turn, toward the end. The game would go on, but he calls it, left with nothing but his Skull Cannons. Looking at the dice this game, we both had some mental rolls. I just got lucky that the Horrors disappearing was such a game-changing factor. By the end, he had three killpoints for my FA slots, mirroring my own score. We both had Warlord, while he had First Blood, I won by two objectives. Had his Warlord not died, and assuming it would have wiped the remaining Hunters, he could have reduced my score by three (2+1 for warlord not dying and objective not gained) and win with First Blood and Line Breaker by moving his Thirster into my deployment zone.

 

It was close. But considering the kind of list I went up against, I felt accomplished either way. Daemons are tough contestors. Luckily, the Wulfen/DC showed them who is the true beast and did some work, cutting through all those dogs and tying up the Thirster.

I am very glad to see someone using DC as a Wulfen. Have you thought about instead of using a priest with them, you toss in a librarian instead? I know you mention the priest boosting them up, but the librarian could as well as offering some psychic protection.

Reworking the list around the warpgate idea, I decided to try a librarian over a priest to maximize the first turn damage potential.

 

# Thunderlord [Fist, Shield, Bear, Runic, Tail]

5 TWC/Stormclaws [Fist]

 

# Thunderlord [Fist, Shield, Wolfkin, Runic]

10 Wolves

 

#9 Death Comanpy/Wulfen [Axe, Axe] @ Pod/Portal

Librarian/Runepriest [Axe, Fear of Darkness, Shield of Sanguinius, Stormcaller]

 

#10 Grey Hunters [Melta, Melta, Axe & Banner] @ Pod/Portal

#10 Grey Hunters [Melta, Melta, Axe & Banner] @ Pod/Portal

#5 Assault Marines/Grey Hunters [Melta, Infernus] @ Pod/Portal

 

#3 WG/Longfangs [3x Kombimelta] @ Pod/Portal

#5 Sternguard/Longfangs [2x Melta, 3x Kombimelta] @ Pod/Portal

 

 

Apparently, these fellows were chasing through the warp, looking to locate the lord of the demonic incursion they cut through last game. And thanks to their sniffy bits, they found them. Befitting the ways of Tzeentch, the culprit had found another pack of heretics to surround himself with. Opponent was Nurgle CSM with allied Daemons.

 

 

Typhus

10 Plagues [meltas]

2x Obliberator [Mark of Nurgle]

2x Obliberator [Mark of Nurgle] 

2x Obliberator [Mark of Nurgle]

10 Zombies

10 Zombies

Helldrake [Flamer]

Helldrake [Flamer]

Helldrake [Flamer]

Lord of Change [RR invul, 4+ feel no pain. Again? Lol.]

10 Plague Bearers

Aegis Defense Line with Comm

 

 

Mission: The Scouring [six Objectives, random values. They were all in his half, more or less.]

Deployment: Dawn of War

 

 

He won the roll for first turn, which was a bummer, looking at his list. He set the Aegis in the center of his deployment, the Obliberators directly behind. From my perspective, the right flank held Typhus and 10 Zombies, the left flank held the Plague Marines and Bearers. In the center, behind his guns, he had placed the Lord of Change. Luckily, there was a hill up center and one in my deployment zone, so I hid the Stormclaws with Lord in the center, while the Wolfkin Lord and his dogs stayed on the left. Warlord Trait was immovable object. Not bad.

 

I seize.

 

 

Turn 1

A howling terror unleashes when the mist-covered battlefield gives life to the portals. Thunder strikes and and from Winter's Winds, the Strike Force appears before the heart of the enemy. My plan is to shoot the Obliberators and to remove him from his Comm Relay, wanting to be in close combat by turn two with my scoring units to keep the dragons from scorching my pelt.

 

So I brought in the Runepriest and the Wulfen. They landed directly infront of his Obliberators, spreading out. I flanked the Wulfen on the right with a pack of Hunters, backed them up with a pack of Hunters and flanked them on the left with the Sternguard-Longfangs. The Storm Claws and Fenrisian Wolves rolled up, supporting my portal line. After running, the Bearlord set himself up to support any unit, while the Wolflord on the left prepared to engage either Plague Bearers or Marines.

 

Unleashing the howling of the Wulfen, the Runepriest projected fear in the hearts of the central obliberators. They did not care, however. Shooting wounded the central unit twice, due to positioning, both Obliberators took one wound. I wanted to finish them off, but couldn't do it due to range. The right-most Hunters had to shoot a different unit instead and killed one guy. The other failed his LD and ran away.

 

On his part of the turn, he moved Typhus and his Zombies toward a full Hunter pack. The Obliberator doesn't rally and walks off -- First Blood. The remaining Obliberators shoot the Wulfen and kill a handful, wound the Runepriest. Assault Cannons. They jump over the fence and charge. They kill four Wulfen, but the Runepriest axes two. Typhus charges the Hunters on the right. A popped banner later, and all zombies are dead. Typhus kills a couple of Hunters and FNP's the axe. The Death Guard shoots at the TWC, doing nothing. The Lord of Change had attemped some casting, but was denied by the Runepriest, twice. He flew into the center, advancing behind my lines. Perils take a wound of the flying bird, whose casting was mostly denied by the RP.

 

 

Turn 2

I make both reserve rolls and drop the Assault Squad in my half, as far away from his zone as possible to force him to either fly far or short with his chickens. The WG drop next to the LoC and the Sternguard move up to shoot it. I rush the wolves into the Plagues, wiping them out without a casuality. The TWC tackles the Death Guard, where the Lord kills their champion in a challenge and the Wolves eat two or three. The Wulfen I support with the pack of Hunters that had dropped behind them on turn 1. In Assault, he wipes out the DC, Runepriest lives. I kill another Obliberator, leaving only one.

 

Shooting the LoC failed, the pods failed to down him, and resulting snap shots of Bolter and Melta variation all together missed.

 

Typhus unleashes the Destroyer Hive, killing three hunters. They're left at four. And take a wound off of him. 

 

With nothing left on his Comm Relay, he casts Scrier's Gaze. All his reserves come in as a result. Three drakes fly down the left flank, Vector Striking five or six Fenrisian Wolves to death, the Lord taking a wound. The reserved Zombies walk in behind Typhus. The Lord of Change lands behind the TWC and Lord, boosting himself with a couple of buffs, suffering a second wound from perils, however. Down to three wounds. In the resulting attack, the Lord challenges him. The Stormshield puts in some work, and the Warlord only takes one wound, despite 5 successful hits. Fails on the return, however, and only deals one wound. The Storm Claws chew up the Death Guard, killing six. The Lord of Change fails his Daemonic Instability test and pops, choked to death by the Thunderlord.

 

Typhus kills another handful of Hunters, they hold. The Hunters kill the last Obliberator, consolidating toward his edge, Runepriest striding along. Although it's The Scouring, meaning his Helldrakes would count as scoring, he calls it, with my army in his deployment, and only Typhus and his drakes left.

 

I don't want to imagine what they would have done to my army had I not managed to seize.

 

 

Thoughts on the Librarian/Runepriest versus Reclusiarc/Wolfpriest: The Psychic Hood helped out, making Deny the Witch rolls a bit easier. In a pod/portal army, I can see myself taking the dude over a Wolfpriest, even though Wulfen should be lead by the Priest. At least, the inclusion of a psyker helps justify the drop pods/portals.

 

Howl on.

 

 

I am drawn on two fronts by the rune priest/wolf priest being part of the Wulfen.

 

In a 13th Company army, it is important for our warp strengthened brethren to be represented.  At the same time it is also a pretty important to keep a wolf priest leading the wulfen or they tend to go a bit loco.

 

My compromise has me joining a Codex SW wolf priest with Saga of the Hunter with an allied Codex BA Librarian and DC unit.  Wulfen unit coming in via Outflank with a Wolf Priest and "Rune Priest".

Hjoldá what a skáld you are brother, very good!

 

And praise also goes to your "generalship" (spelling?), impressive and inspiring. If the points permit it, I'd go with brother Ramses' compromise on the priest issue and have it both ways.

Seizing in third game saved the collective hides           -the Allfather loves his wolves.

Aye, brothers.

 

I try to limit myself to two characters, considering the Thunderlord gets expensive and I want a good number of troops. While I like the idea of an outflanking pack, as it serves the hunting methods of the 13th Company, they are too slow in my opinion. Even if they come in on turn two and walk in, they cannot assault the turn they do so. This is a huge nail, I think. And even though you can pretty much assure they come in on the side you want, clever opponents will stay clear of the sides. If I were to utilize Runepriest and Wolfpriest, I'd either drop the Lord, or split them up threefold so that each hero can support a different part of my battle line.

 

And you, Bulweih. All I hear are words, but I see no ale for my thirsty throat. Help a brother, and hear another tale.

 

 

2000 Points -- Emperor's Will -- Hammer & Anvil

 

Thunderlord [Axe, Runic Armour] Going cheap, for a change.

5 Storm Claws/TWC

5 Storm Claws/TWC

10 Fenrisian Wolves

 

8 Hunters [banner, Melta] @ Portal

-- WG Terminator [Chainfist, Kombimelta]

8 Hunters [banner, Melta] @ Portal

-- WG Terminator [Chainfist, Kombimelta]

8 Hunters [banner, Melta] @ Portal

-- WG Terminator [Chainfist, Kombimelta]

 

Runepriest/Libby [Axe, Fear, Shield]

9 Wulfen [3x Axe] @ Portal

 

3 Fangs [2x LC] @ Portal

3 Fangs [2x LC] @ Portal

 

 

It turned out last game's Nurgle army had reinforcements coming in. More rotten flesh.

 

 

Lord on Bike [Claw, Fist, Nurgle, stuff]

6 Bikes [Nurgle, Meltas, Sarge with Claw]

 

7 Plagues [2x Plasma, Kombiplasma, Axe on Champ] @ Rhino

7 Plagues [2x Plasma, Kombiplasma, Axe on Champ] @ Rhino

7 Plagues [2x Melta, Kombimelta, Axe on Champ] @ Rhino

 

2x 2 Obliberators [Nurgle]

Maulerfiend

 

2x Helldrake [baleflamer]

 

Overall, I liked this list better than the last Chaos list I faced. Seemed to follow more of a theme than just gun-lining it. Each to their own, of course. Mission was Emperor's Will, one marker each. Hammer/Anvil. I deployed first and picked the right side of the table. Leading the vanguard in the center of my deployment zone was the Lord, joined to the Fenrisian Wolves pack. Flanked on each side by a unit of Storm Claws. Backed up by the Fangs. I threw the objective down on the right top of my deployment zone, planning to back up one Hunter pack in the turn of the game to claim my home.

 

Faced with the brunt of my army ready to strike from the Warp, my opponent opted for a defensive deployment. The frontal belt was compromised of three rhinos, filled with plagues. Behind, the Maulerfiend flanked by Obliberators on each side. Behind, as the final layer, Lord on bike with his Nurgle bikes.

 

Drakes went in reserve, naturally. His objective was placed in a ruin, to the right of his armoured trek.

 

 

Turn 1

Failing to seize, the Death Guard left it to the Wolves. I threw down the portals with fury. Two melta packs on the right of his bulk, Wulfen and another pack on the left. I boxed him in. He'd have to fight his way through the flanks to get anywhere. The direct route forward was denied by the Lord and the Storm Claws which headed straight for his army, good running rolls aiding my frontal assault which was covered by the portal-ing Hunter packs.

As Night was upon us, the Fangs failed to do anything at range. The packs on the right used their close range and melta'd the Maulerfiend for first blood and another rhino. The Runepriest unleashed Fear of Darkness on an Obliberator unit, but they held. Other shooting saw one of them die.

 

The Death Guard took the challenge and decided to treat the right side to some shooting. One of the packs is cut down to four wolves, losing the pack leader. The pack supporting the Wulfen suffer the same fate and are reduced to four models. The Nurgle Lord split up and raced into the full pack on the right. The last Wolfguard on the table takes the challenge and they trade blows. The WG remains in the dust, while the Lord races on. The pack holds. The Wulfen face the onslaught of the Nurgle bikes. Though without their leader, their hail of bolts and melta fire cut down a couple of Wulfen. After the resulting assault, five Wulfen are left. The Runepriest dies in a challenge. And guess what. Dark Apotheosis. The last remaining bike, the champion, he turns into a Daemon Prince.

 

 

Turn 2

I had hit him hard, but he hit me harder. Both flanks boxing him in had been compromised. It would take the Lord's personal intervention to break the Death Guard's resistance. The avalanche of Fenrisian Wolves and Stormclaws had to deal with twenty plague marines in fortified position first, however. One unit on the left was attacked by a pack of Stormclaws. The center became a mess when I threw the Hunters into the Deathguard squads and used the Fenrisian Wolves to connect both combats into a multiple assault.

 

Once more, the Fangs do nothing.

 

In assault, the Nurgle Lord kills a couple of Hunters. They break and run, leaving the Lord by himself. My own Lord kills the Plague that had challenged him. A lot of thrown fists later, and I lose a couple of Fenrisian Wolves to the plague knives. I lose, barely. But hold. The Stormclaws had failed to kill a single Plague in the mess, desite a bucket of dice.

 

To the left of the central mess, the other pack of Stormclaws kills five Plague Marines at the cost of a model. The Daemon Prince kills a Wulfen or two.

 

His Lord decides to leave the Hunters be and races toward the aid of the Daemon Prince. Lord and DP have a party, cutting the Wulfen down to one model. Being fearless sure helps. The insane cursed one faces beast and beast alike, towering above the fallen Runepriest's body. Take note.

Due to piling in and distances, the Lord is left out of combat. The Stormclaws kill the last Plagues and roll toward the Biker Lord.

 

Central big mess; My Lord kills another Champion foolish enough to step up. He takes a wound. Another plague unit is wiped out, leaving one in the big assault. They killed the Fenrisian Wolves, this time, however, I won. They're fearless.

 

He'd shot the retreating Hunter pack with his Obliberaters, doing nothing. The lonely one knocked around on one of the Warp Portals, doing nothing.

 

 

Turn 3

Another turn until I will get the bulk of my forces still tied up by remaining Plagues. I need to buy time and tie up his heavy hitters to keep them from influencing the hunt in the center. The Stormclaws race toward the Biker Lord. Bolters fire, Lascannons pick on him and by the end of it, he's down by a wound. He kills a Wolf, but the others run him over. Warlord down. I position them toward the Daemon Prince, expecting him to finish the Wulfen. But the Wulfen holds, doing all his Feel-No-Pain rolls. Madness.

 

In the center, the Lord can finally strike numbers over small challenges and he cuts down the last plagues. I consolidate into the center, ready to mop up. The Hunters that had fled the Lord throw themselves at the full Obliberator unit of two, losing one in the process. But they hold.

 

His Helldrakes enter the fray and speed up toward the Longfangs. Bad to-wound rolls only kill three overall, two in the right, and one in the left pack.

 

The Daemon Prince fails to kill the last Wulfen, mad lunatic guiding the fallen Runepriest. Alas, the roaring of bikes thunders through the ruins, and the Stormclaws circle the beast. The center has been breached, and it is time to for the Wolves to unleash their wrath.

 

The Hunters kill an Obliberator while the mess in the center ends with the Lord cutting them to pieces.

 

 

Turn 4

The Lord smashes into the remaining Obliberator and kills it. 9 Stormclaws/TWC tackle the Daemon Prince and wipe him out. The last Hunter packs split up and finish the remaining rhinos. His last Obliberstor that had been knocking fists against the Drop Pod kills it, only to die in the explosion. Lol.

Sucked in the warp. Out of units, not considering his Helldrakes, he calls it.

 

Great betreps, keep showing those heretics their place in the stomping order.

 

Love the portal fluff for the wulfen. I use DC as wulfen as well and the reclusiarch as a wolf priest. Is the librarian a better choice? I play very similar to how you describe your battles. Aggressive and mobile.

*Bellowing laughter resides slowly*

 

"Well met brother, another heroic saga for the skálds to make memories out of. As you mention it, where are my manners indeed..."

 

*Brakes out the ale, from a mighty barrel that was hidden by his immense statue clad in pelts and hands the warrior a huge stein of mjod*

 

"There you go brother, to your health!"

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