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First game of 7th-Batrep and Thoughts


Mr. Bleak

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Hey guys, I just played my first game of 7th and thought I'd share with you how it went and what I've been thinking about Wolves and 7th. 

 

I played an 1850 game completely cold on 7th ed. after about 4-6 months of not playing. I played against Orks who were running Da Green Horde formation/detachment thing. He took:

 

Warboss, Eavy Armor, Choppa with Rending ID S7 with a re-roll, Attack Squig

Weirdboy who got Da Jump, Eadbang and Frazzle

Painboy

 

30 Slugga Boyz with Eavy Armor, Bosspole and Powerklaw Nob

20 Slugga Boyz with Eavy Armor, Bosspole and Powerklaw Nob

30 Shoota Boyz, 3x Big Shoota

10 Nobz with Waaaagh Banner, mixed weaponry, Eavy Armor

Dakkajet with extra shootas

3 Killa Kans with Rokkits and Kan CCW's

Deff Dread with Big Skorcha and 2x DCCW 

 

 

In 6th I allied my Wolves to Guardsmen (Plasma-Vets in Vendettas and an Astropath Command Squad to be exact) but for my first game of 7th I decided to run mono-Wolves to see how they held up. As such, I took:

 

Wolf Lord, Termie Armour, Frost Blade, Storm Shield, Wolftooth, Saga of the Bear

Rune Priest, Runic Armor ML2, Divination got Prescience, Foreboding, and Misfortun

 

Dreadnought, Twin Las, Extra Armor

4 Wolf Guard Terminators with mixed assault weaponry and two storm shields and an Assault Cannon, 1 PA WG with comb-melta and TH, Drop-Pod

 

10 GH with 2x Plasma, Banner, MoW in a Pod

9 GH with Melta, Banner, MoW in Pod

10 GH with 2x Plasma, Banner, MoW 

2x6 Long Fangs with 5 ML 

Aegis Line with Quad Gun

 

We played a Pitched Battle with Maelstrom Missions. Each turn we had a number of Tactical Objectives equal to the turn number. 

 

On my side of the field I had a Skyshield pad (just using it as a terrain piece, no special rules) dominating the center, to the left of which I set up my Aegis, and a few craters. His deployment zone was mostly open, a few craters. The center of the battlefield was dominated by a hill just left of center upon which stood some ruins, and off to the right was a Temple of Skulls. Overall the terrain was sparse, which I feel actually aided my opponent, as he had Eavy Armor on all his boyz so didn't really need much in the way of cover saves, and this way he wouldn't be slowed too much by difficult terrain. 

 

He deployed everything as far up to the line as he could. From my left to right he had his Nobz, 30 man Sluggas with Warboss and Painboy, 20 man Sluggas, 30 man Shootas with Weirdboy, 3 Kans, Deff Dread. It truly was a Green Tide. He had won the roll to deploy and go first. 

 

I responded by deploying all of my Long Fangs on top of the Skyshield, the non-Pod Plasma Hunters with the RP behind the Aegis Line directly to the left of the Skyshield, and the Dread stayed behind the Aegis as well. 

 

HIs first turn he ambled everything forward, and ran everything. I stuffed his all-in attempt at Da Jump. Very simple wave attack incoming. He got lucky and drew an objective that his Kans happened to be sitting on, scoring him a point. 

In my turn I decided to Pod in the Wolf Lord with his 4 WG in TDA, directly in front of the Shoota Boyz, just off to the left of the Temple of Skulls. I also Pod in my Melta-Hunters with their attached WG, disembarking directly on top of the Temple of Skulls (which had an objective marker on it) that was being threatened by the Deff Dread. He dispels all of my psychic attempts. In the Shooting phase I decimate his Shoota Boyz squad by firing on it with half of my Long Fangs. Due to some good scatter rolling, and AP5, I take about half of the squad out with 5 templates. The other LF killed 8 boyz from the 20 man Slugga squad. The WL and WG take out another three or so with the AC and storm bolters. The melta Hunters only manage to glance a HP off of the Deff Dread. 

 

In his turn two, he walks forward and Waaaghs. Luckily his Nobz and 30 Sluggas are still out of range of the Aegis Line that they are bee-lining at. His 20 man Slugga squad get into CC with the Drop-Pod that had carried the WL+WG, and his Weirdboy and remaining Shootas get into CC with the WL and WG after killing a terminator with point-blank shooting (I'm terrible at 2+ saves). He only manages to strip 2 HP off of the Dreadnought, and he kills 2 more WG in CC (incl the AC). In return he loses the Nob to the WL challenge, and 2-3 Boyz, losing the combat by 2 or so, failing his LD, and beating another Boy to death to stay in combat. He also failed a charge on my Melta-Hunters with his Deff Dread, and the Overwatch stripped a Hull Point (woo-hoo!) He got lucky with which cards turned up again, and scored another point for happening to be standing on an objective marker. 

 

In my turn 2, my Rune Priest gets Misfortune off on the originally-20 Sluggas, which are extremely clumped following their assault on the Drop-Pod. One squad of Long Fangs reduces that squad to a single Boy. The other squad of Long Fangs killed a few Boyz out of the 30 man squad that was bearing down on the Aegis. The Plasma Hunters and RP did their best to whittle at the 30 boyz, but Eavy Armor and FNP and some great rolling meant only one or two fell to massed bolted and plasma fire. My melta Hunter missed the Deff Dread. In the Assault Phase, the Weirdboy shirked a challenge from my WL and so instead I brought the squad down to 6-ish boyz and the Weirdboy, and broke them from combat, unable to sweeping advance. I scored a point for an objective marker. 

 

In turn 3 his Dakkajet flew into the midfield, aimed at my Long Fangs. I Intercept with my Quad Gun, and he jinks, but I still manage to strip a Hull Point, and now he's snap firing. His Slugga Boyz and Warboss have been trudging through the middle ruins, and the first few boyz are finally right in the face of my Aegis, but the bulk of the squad still lagged in the ruins. His Nobz took the long way around the ruins and haven't been running well, leaving them as a non-threat. His Weirdboy failed to rally, but didn't run very far. His Kans have been camping an objective marker this whole time and continue to do so. His Deff Dread gets right up on my melta-Hunters, he won't fail the charge this turn. Shooting phase sees 2 Long Fangs brought low by the Dakkajet. He assaults with his 30 man squad at my Aegis+hunters…and after I Overwatch the front two boyz to death, he fails his charge! His Deff Dread charges into my Melta-Hunters, and krak grenades actually kill him before he gets to swing. His Kans score for the objective they're standing on. 

 

In my turn 3, my final Pod comes in almost directly in the center, getting as many men into shooting range of the 30 man Slugga squad as possible. My Melta-Hunters look over the edge of the Temple of Skulls at the fleeing Weirdboy, and my WL and one WG move towards their escaping quarry. In the psychic phase I get Misfortune on the Warboss-Slugga squad. The combined shooting of the newly-arrived Plasma Hunters, Long Fangs, and Aegis-Hunters manage to bring down about 10 of the FNP Slugga squad. My Dread pot-shots the Dakkajet and misses. My Melta-Hunters bring the Shoota-Boyz down to a wounded Weirdboy and 2 Shootas. In the Assault Phase, I charge and finish the Weirdboy and a Shoota, and the remaining Shoota flees for the hills. I score 2 points, 1 for killing a psyker and 1 for killing a character. My WL consolidates towards his Kans, his TH+SS WG in tow. 

 

In his turn 4, his Dakkajet flies to just in front of the Aegis, and his Warboss/Slugga squad get to the point of no-charge-failure in front of the Aegis. HIs Nobz are still so far to the side they are useless. He shoots his Dakkajet at the RP and squad, but I manage to save ALL of the 7 wounds on my PA. His Kans' Rokkits bounce off my WL. He finally charges the GH behind the Aegis, forcing my RP to step off the Quad Gun and wade into combat. No challenges are issued, and we tear into each other. His charge distance, while adequate, wasn't great, so only about half of his squad is close enough to attack, leaving out his Warboss and Nob. I kill 4 ish boyz, he kills 3 Marines, despite me popping my banner. We stay locked. He scores no points.

 

In my turn 4, my free Plasma Hunters move towards an objective that is sitting in the middle of the ruins. My WL gets into point-blank range of the Kans, and my Dread turns to assault the Warboss/Sluggas engaged with the RP+Hunters. The depleted Long Fang Squad gets a good Difficult Terrain Roll and take up the Quad Gun. Shooting-wise my free Plasma Hunters pot-shot the Nobz, and do nothing. The depleted Long Fangs snap shot Krak to no effect, but the Pack Leader on the Quad Gun finishes the Dakkajet that's directly overhead. The full squad of Long Fangs launch a full Krak complement at the Nobz, slaying three. The Wolf Lord charges the Kans, and puts a hull point on one. The TH WG also does a HP and tears off a CCW. The ongoing combat sees my Dread only kill 2 Boyz, my Hunters kill one or two, my RP not fight as he denied a challenge, and I lose 3 more Marines and stay locked. I score for destroying a flyer, destroying a vehicle, and standing on an objective. 

 

In his turn 5, the Nobz bear down on the Aegis at last…and that's all he has left to move. His Nobz fail charge, he brings my RP+Hunters down to just RP and destroys the Dread, and my WL+WG wiffs at the Kans but take no casualties. He doesn't score. 

 

In my turn 5, the Long Fangs and all their Krak deplete the Nobz to just the Banner and 2 Nobz, the WL+WG destroy 1 Kan, and both squads of Hunters make an objectives dash, forgoing shooting to get into range of markers. My RP finally falls to the Warboss, but deals him 2 wounds. I score 4 points- 2 for the objective dash, 1 for Linebreaker, and 1 for being within 12 inches of the enemy board edge. 

 

 

A decisive victory for the Wolves at 13-3! I had only lost 10 Hunters and the Rune Priest, 3 WG, 2 LF, and a Dread, and he lost all but about 6-8 Slugga Boyz, his Warboss, his Painboy, 3 Nobz, and 2 Kans with 1 HP left each. 

 

 

I had a lot of fun this game and my opponent was excellent. I like that I got to see a lot of what's new in 7th- namely, Maelstrom Missions, Psykers, and alternative army-building options. I felt that my opponents list wasn't overpowered but certainly had some very strong elements, but had I brought and real armored support he would have struggled. I was glad to see that a strong but sub-optimal Wolves list can still pull through when wielded correctly. If I had the models I would have preferred to take Typhoon Land Speeders instead of the Dreadnought. 

 

 

What have you guys found your 7th ed games to be like? Have you ever felt you've lacked the tools to win, or have you successfully made do, or even slaughtered your opponent? This game left me hoping the new Wolves dex doesn't change things too much, as I've gotten really comfortable with my army the way it's built now! 

congrats on your victory

 

 

against orks our current codex is still pretty strong and the two local ork players have really struggled against my wolves. the fact we can shoot like marines(mostly) and wreck face when any survivors reach our lines will always be trouble for them. 

 

the only tool i have missed in 7th is the same one i missed in 6th, and that was solid anti air. but now thats fixed :)

 

there are a few of our units that have struggled to make an impact since 6th(and now 7th) hit the shelves but i don't think we were really left behind to much. maybe not uber competitive like they once were but not weak by any standards. 

Very well done. Glad to see even against the green tide, the Wolves of Fenris are still capable of bringing enough dakka to whittle them down to manageable size before the inevitable charge.

 

One thing I noticed though, you mentioned that your Long fangs in turn 1 decimated the slugga boys with AP5 templates. I thought frag missiles were AP6. No matter, I think sluggas only have 6+ armour anyway so he still wouldn't be taking armour saves.

 

Go forth and bring more tales of battle! Even if they are defeats, at least we can all learn from it.

You are very correct Kasper Hawser. I just checked my reference page and  frag missiles are indeed only AP6. As Shoota's do only come with a 6+ t-shirt save, there was no harm done by my mistake in the game, and I'll make sure to remember next time, thanks! 

 

I hope to get in a game against Tau or Eldar sometime this week, two other armies that I consider to be very advanced into the edition and generally very strong. I did very well against Eldar in 6th ed tournaments (albeit with IG flying allies), but it may prove harder to keep up with them in 7th as they have a lot of the speed and focussed firepower that seem to sway the game in the face of Maelstrom missions. Tau are a tough nut to crack on account of the wide-spread Interceptor that make my preferred heavy drop-list a very casualty heavy means of Astartes delivery.  

Yeah, I haven't come up with a counter for Tau interceptor spam, especially on the cursed riptide with its 60" range ion cannon. Best viable start is land raider list, but that would be tailoring your army against Tau which may not be fair.

 

The new fliers look very hardy though. Let's see if they can punch through the skies to deliver our wolf brothers to smash the space commits.

In a world intolerable unbalaced armies, list tailoring is the only way to achieve balance. If you know what your fighting in advance, you would be a fool not to bring the one unit that evens the odds just a little bit. The opponent also knows the kind of army you have, so it goes both ways. He can always skimp on the riptides and bring deep striking fusion blasters with far sight. People often plan for a meta that doesn't really exist in their area, so list tailoring is what you do if you want to fight against a specific enemy. Given that there are tons of power builds that exist, that make it really hard for marines these days, the Tau deserve nothing less than the emperor's mercy... served with bolter and chainsword.

Point taken Polymetheus. So basically what you are saying is I shouldn't rely on one list to take on all armies, as long as I know roughly what army I'm playing, I'm shouldn't be ashamed in altering my lists to prepare for them. And yeah, the Tau deserves no cheese mercy, especialyl when Wolves have little to begin with. the only thing remotely cheesy in our army was Jaws of the World Wolf, and we don't have that anymore. Oh well, lets hope the new psychic powers are awesome. Judging by the Ork ones which are quite good and reasonable, GW should give us some good stuff.

 

I hope and pray...

My friend plays tau and to optimize my pods I put 5 gh, and a WG in termie. I back up this rush with razorbacks with similar specialzed sq. You maximize your units to split his fire, and you have to bring at least ap3 to take out that squad, maybe getting you get lucky with the termie tanking. 

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