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Attack at Devizes Tournament Report


Chaplain Otho

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Two weeks ago I went to the Old Skool 40k event at Devizes, Wiltshire, UK.

Event was 3 games at 1600 points, no allies, LoW, superheavies or formations, 1 detachment, no triples of any choices, invisibility was nerfed and summoning or any other creation of free units was banned.  Missions were emailed out a couple of days before after lists had been submitted.  I was expecting a variation of eternal war or maelstrom so I wanted a list I was familiar with. I took my space wolves with the below list which I did fairly well with in a recent Highlander event. My mate Chris, who I was staying with and who drove, took his Dark Angels. 

 

The list.

Warlord Thorkild Thunderarm;  Wolf Lord; Thunderwolf Mount, Runic armour, Storm shield, Digital Weapons, Axe of Black Death, Fenrisian wolf         

Little Ragnar; Wolf Guard Battle Leader, Thunderwolf mount, Runic Armour, Storm shield, Thunderhammer                                                               

Hakon’s Raiders; 5 space wolf scouts; boltguns                               

Sven’s Hunters; 10 grey hunters, including 2 melta guns, wolf guard pack leader with combi melta, drop pod,                                        

Bjorn’s Hunters; 7 grey hunters, including 1 plasma gun, wolf guard pack leader with combi plasma, rhino,                                                        

Gunnar’s Claws; 5 bloodclaws, bolt pistol and close combat weapons, Stormwolf with twin linked lascannon, twin linked helfrost, 2 twin linked multi meltas,                                                                                             

Raven’s Flight; 2 landspeeder Typhoons,                               

Thengrir’s Vikings; 5 Thunderwolf cavalry, including 2 powerfists, 2 stormshields, Thunderwolf cavalry pack leader with storm shield and close combat weapon                                                                                  

 

 

Game 1.

Opponent Kieran

Army Imperial Guard

Deployment Dawn of War

Mission Modified kill points.

Deploy first go first. Kieran.

Night fight Yes.

Infiltrate and scout allowed Yes.

 

I wasn’t originally meant to play Kieran but neither of our opponents turned up so I shuffled over which meant we started 20 minutes late.

Deployment was meant to be table quarters but we were rushing and missed that.

 

Mission details

Each unit was worth 1 kill point with units above 50 points worth 2 points, those above 100 points 3 points and those above 200 points worth 4 points. Special characters were worth an additional point on top.

All 3 secondaries were in play.

 

Kieran’s list

Pask in Vanquisher, with a Vanquisher squadron buddy

Company command squad

2 platoon command squads

6 infantry squads 3 with melta gun, 3 with flamers

3 lascannon teams

2 sentinels with lascannons

Leman Russ Executioner

Leman Russ Demolisher

Wyvern Squadron (2 Wyverns)

 

Five reasons why Kieran would win.

1.       He had first turn so would have at least 1 turn, probably 2 turns of shooting before I can do much damage

2.       His Demolisher would instant kill my HQ’s and my Thunderwolves

3.       His Executioner would take big chunks out of any of my squads it hit

4.       He could easily bubble wrap his tanks and leave me killing only cheap infantry squads

5.       If he took out my Thunderwolves I was at a massive disadvantage

 

Five reasons why I would win.

1.       He had no flyers and nothing to deal with my Stormwolf

2.       If I could get to his lines relatively intact this was going to be very bloody

3.       Most of his army lacks AP shooting with the exception of the tanks mentioned above

4.       I was deploying 2nd so could easily deploy to avoid his most nasty tanks

5.       I have a good record against Imperial Guard in tournaments, played 4 won 3, drew 1.

 

Deployment

Kieran deployed his Demolisher on his far right and covered it with infantry squads in front, his Executioner went on his mid right near a platoon command squad and behind some more infantry. Lascannons in the centre. Pask and his mate just left of centre with the company command squad and a platoon command squad, infantry squads in front. Sentinels went on his far left with the Wyverns just to their right. As his army was so big he ended up covering most of his deployment zone.

I then deployed my Thunderwolf star, unit plus both characters at the front to tank wounds on my far right opposite the Sentinels and Wyverns and then the Typhoons next to then and the plasma hunters in their rhino behind a ruin. Scouts decided to outflank and everything else in reserve. I basically deployed as far away from his nasty tanks as possible and planned to charge up the right and then sweep across the table. My Warlord trait was stealth ruins and move through cover ruins. Not bad as there were a couple of ruins on the table.

I tried to seize and failed.

 

Guard turn 1.

Demolisher and Executioner both finding themselves well out of range moved forward and across. Infantry in front of them moved out of the way. Sentinels advanced slightly to get a better line of sight. Pask and buddy moved slightly to target the Typhoons. Then guard did what Tau do best and opened fire. Some orders were cast which gave some rerolls. Pask targeted the Typhoons who jinked and then made all cover saves with night fighting. Sentinels missed, Lascannons missed. Wyverns targeted the Thunderwolves and did a wound. Pretty much as close to painless as it could get. Kieran’s dice were pretty unlucky here. 

 

Wolves turn 1.

Melta hunters dropped in by the Wyverns, Pask was too well protected and I wanted to stay away from his nasty right flank. Typhoons moved over to target the nearest infantry squad, Thunderwolves moved straight towards the Sentinels with one taking a wound from a carnivorous forest (I failed a dangerous terrain check from a hedge). Rhino moved up and popped smoke. Melta hunters did a great job and blew up 1 Wyvern and left the other on 1 hp. close but not quite first blood. Typhoons killed off a single guardsman. Thunderwolves were 7 inches from the sentinels, run or charge? Stupid question I’m a space wolf. Then I promptly the failed the charge twice, after the fleet re roll, whoops. 

 

Guard turn 2.

Kieran’s right flank continued to trundle over to the action but both tanks were still well out of range. Pask and buddy backed up a bit and hid behind some infantry. Wyvern and nearby infantry squads moved to target the melta hunters who were bunched from the drop pod deployment. First rank fire 2nd rank fire was ordered. 2 melta hunters bit the dust but as they didn’t have melta guns I could live with that. Lascannons then blew up the rhino so the squad inside had to walk and were snap shooting. First blood too. Pask fired on the Typhoons who again jinked and took no damage. Sentinels targeted the Thunderwolves but the storm shields held firm. A melta shot also managed to shake the drop pod.  Again another shooting phase which could have been a lot worse.

 

Wolves turn 2.

At this point the organisers came round giving out secret objective cards. You chose 1 for each game and each was worth an extra tournament point. I selected the one to kill off the enemy HQ which was an easy choice as Pask was already worth 6 VP.  Kieran chose to capture the centre point of the battlefield.   

Things were about to get messy. Scouts outflanked onto my right just behind the Sentinels. Stormwolf came in and made a beeline (Do they have bees on Fenris?) for Pask. Wolf Guard battle leader split off to hit the Sentinels with his Thunderhammer, the remaining Thunderwolves moved towards the infantry squads, melta hunters advanced on the Wyvern. Plasma hunters moved then ran to the nearest trees near the board centre as that was where the closest infantry squad was and I wanted the cover for the approaching Demolisher and Executioner. Scouts failed to do any damage to the rear of the Sentinels. Melta guns then blew up the Wyvern killing a hunter in the explosion. Stormwolf then hit and penetrated with 3 weapons, 1st melta came up explode result, Pask dead, 2nd one blew up his squadron mate and killed a handful of infantry who were too close. Ouch. Typhoons then killed off a couple of guardsmen. Thunderwolves then charged and killed two infantry squads.  Wolf Guard battle leader then took a wound in exchange for a hp on a sentinel; at least he was locked in combat. The decisive turn?   

 

Guard turn 3.

Nearby infantry squads moved up to target the melta hunters and the Thunderwolves. More infantry converged on the centre of the battlefield. More importantly the Executioner was now in range of the Thunderwolves. Said Executioner then killed off a Thunderwolf and put a couple of wounds on my Lord.

Other shooting tickled them a bit but no lasting damage. Lascannons fired on the Stormwolf, I decided to jink as I wanted to make sure it survived as it was worth quite a few VP, he then totally missed. Melta hunters lost a couple more models but passed leadership. Combat with the Sentinels was more decisive with the battle leader doing 2 more hp for no wounds lost.

 

Wolves turn 3.

Scouts moved up to shoot the platoon command squad as did the melta hunters. Thunderwolves moved up to multicharge two infantry squads. The Executioner was hidden behind the infantry so the charge wasn’t on. Typhoons moved to fire on the Lascannon teams as they hadn’t jinked last turn. Plasma hunters advanced on the centre to shoot the nearest guard squad and soften them up for the Thunderwolves. I ummed and aahed over the Stormwolf and in the end flew off the board. I was really tempted to land and charge with the bloodclaws but I was worried about the tanks and lascannons and didn’t want to be a sitting duck. I knew there was enough time for another turn anyway. Typhoons killed 2 lascannon teams who survived with a 4+ cover save he then failed LD and ran almost to the board edge. Platoon command squad died to massed Boltgun fire. Plasma hunters killed off 4 guardsmen due to some good cover saves, bloody twigs in the way. Thunderwolves then took another wound from a pointy flower aka dangerous terrain check. They then rolled low enough on the charge to only hit one infantry squad. That squad was reduced to pate as the wolf lord unleashed his axe of Black Death with a shout of ‘For the Allfather’. I then consolidated out of the cover but still well within range of his Demolisher and Executioner which was a very strange decision. Not to be outdone the Battle leader swung his hammer though the knee joint of the sentinel then smashed the cockpit in for good measure and consolidated forwards.  3 more units destroyed this turn.

 

Guard turn 4.

Demolisher and Executioner decided they had done enough driving and decided to start shooting. Executioner targeted the Battle leader and knocked him down to 1 wound. Infantry squad nearby tried to finish the job but his armour held firm. Demolisher then hit and landed on the Lord and two pack mates. The Fenrisian wolf knew what was coming, yep it was look out sir time and did its job and died. Another Wolf tanked a couple of storm shield saves. The Wolf Lord roared his triumph to the sky and then lost his third wound to a lasgun shot, typical. The lascannon team rallied and wounded the battle leader but he made his storm shield save like a boss.  Infantry squad then charged the Battle leader, striking first with 21 attacks they had a chance of killing him or at least avoiding being shot dead or charged.  A couple wounds were caused and saves made then 3 plucky guardsmen died.

 

Wolves turn 4.

Due to time this was the last turn. Plasma hunters moved onto the centre point of the battlefield and stood ready to shoot the nearest guardsmen. Melta hunters moved forwards to charge in and support the battle leader. Thunderwolves advanced on the Executioner. Stormwolf roared back on to target the side armour of the Demolisher, wolf scouts hung around to grab linebreaker as there wasn’t a lot to shoot at and they decided close combat wasn’t their job. Typhoons moved to target the Lascannon team. Lascannon team was reduced to two pairs of smoking boots from a Krak missile. Stormwolf then took 2 Hp off the Demolisher and left it shaken but not stirred. Plasma hunters killed off a couple of guardsmen but not enough to finish the unit. Thunderwolves and Wolflord then charged the Executioner which resulted in an explodes result and another Thunderwolf wounded. Melta hunters charged to support the battle leader and ended up killing off the squad. With that final action lunch was called.

 

Results

First Blood Guard

Slay the Warlord, Wolves

Linebreaker Wolves

Secret mission achieved? Wolves

Mission points Wolves 26, Guard 1.

Final score Wolves 28 Guard 2.

Victory points Guard 437

Wolves 1200.

 

Post game thoughts.

Kieran was a really nice guy and got very unlucky with his dice rolls in the first couple of turns which was when he most needed them. The mission of kill points really did him no favours particularly with my secret objective and the +1 VP for special characters. Ultimately I was able to capitalise on two things. 1. His deployment of his Executioner and Demolisher, I avoided them until turn 4. 2, not putting enough firepower into the Thunderwolves, that unit with the characters was worth 12 VP’s. Had he killed them before combat or even on turn 3 I would have been really struggling.  Once they got into combat virtually unscathed I was confident. The Stormwolf had a great game which was actually quite rare for him.  Onwards and upwards for the Allfather. 

 

 

Great report brother, thanks for taking the time to type this up, I always learn a lot from reading your reports and appreciate the time you put into sharing them with the rest of us, I look forward to you continuing to bring honour to Russ and the Allfather thumbsup.gif

Sounds like you did well in the firts game.

 

As much as the dice can go against you, the best general is the on e who makes the fewest mistakes...

 

Looking forward to your next battle report.

 

I agree although i think not making mistakes is only half the battle the other part is being able to capitalise on mistakes your opponent makes.

 

cheers for the positive feedback. Next battle coming up. 

Game 2.

Opponent Chris

Army Dark Angels

Deployment Table quarters

Mission. 6 objectives were placed in a circle each one 12 inches from the centre and 12 inches from each other. Each player had a non combatant ambassador model. Basically one of your units had to get to each objective in turn starting on the one at the edge of your deployment zone, moving clockwise.  At which point the ambassador would jump to the next objective and you would score a point. You then had to get to the next objective that the ambassador was at to make him jump again. You couldn’t stop the ambassador jumping once your opponent got to the objective but you could stop your opponent getting to the objective. If anyone knows a word stronger than complicated than that was what this mission was. It ran to two pages of A4 with instructions and caused a lot of confusion and debate amongst the players. I’m pretty sure the Book of Lorgar is shorter and easier to understand but as I’m a loyalist space wolf I’ve never read it.  

Deploy first go first. Wolves.

Night fight No

No scout moves allowed but infiltrate was. 

 

Chris’s list.

Interrogator Chaplain with Mace that was Ap3 but strikes at initiative, jump pack, dressing gown, slippers and teddy bear.   

Librarian on bike with force axe, banner of 4+ invul save, powers, invisibility, psychic shriek and force (ouch), dressing gown, pipe and slippers.  

Ravenwing command squad with apothecary, 1 rad grenade launcher and 4 plasma talons, dressing gowns and slippers,  

10 assault marines with 2 flamers, dressing gowns

Lasplas razorback with 5 marines inc 1 lascannon and dressing gowns

Lasplas razorback with 5 marines inc 1 lascannon and dressing gowns

Dreadnought with assault cannon in drop pod

Darkshroud speeder

5 Deathwing knights with maces and extra fluffy dressing gowns which give a 3++

 

5 reasons why Dark Angels will win.

1.      His command squad rocked with a 3+ jink, 3+ armour save, 5+ FnP and anyone within 3 inches of his librarian had a 4+ invul save. Oh yeah his librarian also rolled up invisibility

2.      His Deathwing knight could be str 10 Ap2 for one turn.

3.      He had a lot of fast moving and mobile units which was key for this mission

4.      With the command squad, death wing assault and dreadnought he could easily hem me in my deployment zone.

5.      I had no psychic defence.

 

5 reasons why space wolves will win.

1.      Everyone knows Space Wolves are better than Dark Angels, beards and ale are better than dressing gowns.

2.      I have a flyer and he doesn’t.

3.      There was a great big line of sight blocking terrain in the centre of the board which I could hide behind.

4.      Thunderwolves will still beat his units one on one, Chris said he wasn’t worried about them, (nobody says that and lives)

5.      Whilst Chris is an experienced player he didn’t have much experience against Space wolves and what they could do.

 

All joking aside Chris is a good tactical player with a well thought and constructed list that he had been developing over the last year I had my work cut out for me. 

Warlord trait, not sure what Chris got but I got move through cover and stealth ruins again which was really good as most of the terrain was ruins.

Secret mission. I had a choice of killing off his fast attack choice an assault squad and Darkshroud or killing off his troops or moving all my units out of my deployment zone. As I was going to have to kill the assault squad anyway I decided to go after his fast attack choices. Due to the mission I would probably need to keep some units in my deployment zone.

 

Deployment.

This was tricky as I wasn’t sure how to play the mission. Bloodclaws went with the ambassador by the closest objective. I decided they would need to run and didn’t want to lose the shooting from the hunters; they were also most expendable as Chris was sure to target them. Thunderwolves went on the other side of my quarter in a big piece of ruins. Rhino went in the middle of the big empty space in my deployment zone to hopefully cause a deep strike mishap on his drop pod or cut down its options. Typhoons went near the rhino. Plasma hunters deployed in the top level of some ruins. Scouts would outflank. Stormwolf and melta hunters in pod in reserve.

Chris then deployed in a bunch at the edge of his deployment zone with the Ravenwing command squad in a line anchored by a razorback and squad at each end. Assault squad and Chaplain behind some ruins. Darkshroud behind the command squad and drop pod and terminators in reserve.

My wolf scouts then deployed off to the right to tempt his assault squad but close enough to the Thunderwolves to allow me to counter charge if he took the bait.

Chris failed to seize and we were off.

 

Wolves Turn 1.

The game started with the drop pod screaming to earth right in front of Chris’s Ravenwing command squad. My intention was to bottle him in and force him to move his entire formation or spend his entire first turn dealing with 1 unit. Thunderwolves advanced slightly with the Battle Leader taking a wound from dangerous terrain. (If you are wondering why he failed after I rolled the move through ruins warlord trait that is because I’m a numpty and forgot this all game with the result that all but 1 Thunderwolves took a wound at some stage from Dangerous terrain). Typhoons moved up to shoot the assault squad who I could just see. Scouts tried to climb over a hedge and failed so only 4 had line of sight to the assault squad.  They might have done better if I had rolled the correct number of dice. Typhoons opened up on the tightly bunched assault squad using frag missiles and heavy bolter shells, when the dust settled 4 were dead. The melta hunters then joined in and killed two more. This was despite their 3+ save and 5+ FnP or 4+ cover save. I was really chuffed with that result. Chris was less so. Bloodclaws moved up and ran so that the Ambassador jumped to the next objective and they were close behind. 1 nil to me.

 

Dark Angels turn 1.

The Deathwing Knights arrived but scattered eight inches back towards the centre. Drop pod with dreadnought then deep struck in a similar place and scattered between the big centre piece of terrain and the ruins with the plasma hunters. But he was now in heavy flamer range of my Typhoons and behind my Thunderwolves with a rending assault cannon, not good.  Assault marines and Chaplain jumped over the ruins ready to flame then assault the melta hunters. The rest of his army moved into better firing positions. The melta hunters gritted their teeth and prepared to visit Valhalla on permanent vacation. Shooting was painful with all but 4 grey hunters wiped out, mainly by plasma talons. The dreadnought flamed the Typhoons who jinked the assault cannon fire but still ended on 1 alive on 1 hp. Hmmmn. Other tactical squad fired on the bloodclaws and killed 1. Deathwing knights ran a little bit. Chaplain and assault buddies charged the melta hunters, after the Chaplain swung his mighty mace at initiative 5 all the hunters were down. (luckily first blood wasn’t in play this mission. He then consolidated 3 inches towards the Thunderwolves. His tactical squad then caused his ambassador to jump one objective. 1 all.

 

Wolves turn 2.

I started the turn by failing the reserve roll for the Stormwolf. Rhino moved to block the space between the Dreadnought drop pod and the ruins meaning his Deathwing Knights would have to charge the rhino or travel round and through the ruins. Typhoon then pulled a similar manoeuvre to move between the Dreadnought and Thunderwolves meaning he had to shoot then assault the Typhoon or move about 15 inches through cover. Thunderwolves advanced on the assault marines and Chaplain taking 2 more wounds from dangerous terrain ruins. Bloodclaws moved towards the ambassador on the next objective but they would need to run to get there. Scouts stumbled 2 inches over the hedge to bring the assault marines within bolter range. Shooting from them did nothing. Plasma hunters fired into the back of the dreadnought and did 1 hp.   Bloodclaws then made their 3 inch run move to jump the ambassador. Although they were now facing off against 5 Deathwing knights, the nasty command biker squad, a tactical squad, razorback and Darkshroud, so it looked like their threads didn’t have long left.  Typhoon snap fired on the assault marines and killed one with a flamer. Thunderwolves then made the charge and I issued a challenge with my Lord against his Chaplain. I’m not sure if this was more a fluff decision or a tactical decision. Chris then made a tactical decision and accepted with the sergeant. Chaplain swung his mace but bounced off the storm shields. Assault marines did nothing. Stormshield wolves killed 2 assault marines. The Wolf Guard battle leader then swung and killed the final assault marine and the Chaplain. I then consolidated back round the next objective Chris had to get to to jump his ambassador. 2 to 1 to the wolves.

 

Dark Angels turn 2.

Dreadnought moved to shoot then assault the Typhoon. Deathwing knights moved to assault the rhino or Bloodclaws. Tactical squad and Darkshroud and razorback moved to shoot the Bloodclaws everything else targeted the Thunderwolves. Typhoon was killed with shooting. Bloodclaws were wiped out despite going to ground meaning that my chances to move my ambassador any further were almost nil. Rad grenade launcher opened up on the Thunderwolves dropping me down to toughness 4. Plasma talons then killed off my Wolf Lord and put a wound on the next Wolf. Boltgun fire and lascannon fire from the tactical marines and other razorback bounced off stormshields. Deathwing knights then charged the rhino and unsurprisingly smashed it apart. His Ravenwing command squad would have charged the Thunderwolves but couldn’t fit between the terrain and the drop pod to make base to base contact. Due to my Thunderwolves Chris couldn’t move to the objective with his ambassador to make him jump.

 

Wolves turn 3.

Stormwolf again failed to come in. That was a problem as I was starting to run out of models. I was down to the six Thunderwolves, 5 scouts, a drop pod and 7 plasma hunters. Plasma hunters shuffled to shoot the Deathwing knights. Scouts moved up to shoot the nearest tactical squad. I split the Battle leader off to go assault the nearest tactical squad. I wanted to split Chris’s firepower a bit and this unit and the dreadnought were the only ones close enough to get to the objective with his ambassador. Thunderwolves moved to assault the Dreadnought but had to make dangerous terrain checks for the wrecked Typhoon. Shooting from the scouts killed a tactical marine, hoorah those points weren’t totally wasted after all. Plasma hunters did nothing. Battle leader charged the tactical squad and killed 1 in return for 1 wound but as combat was tied he couldn’t be shot so I felt quite happy with that. Thunderwolves then smashed into the Dreadnought, showing a complete lack of respect for the venerable ancient they took all his damage on storm shields and then killed him; again, leaving a sack of body parts that needed a new home.  

 

Dark Angels turn 3.

Deathwing Knights moved into the ruins to assault the plasma hunters. Command squad moved up and round the big piece of terrain ending up on top of the wrecked rhino. I can’t remember what his other units did but the plasma hunters took a couple of wounds. Deathwing knights vs plasma hunters was short and bloody combat with all hunters dead in return for no casualties, they then consolidated to the bottom floor of the ruins.  Battle leader vs tactical marines went better with a Thunderhammer being more effective than a Boltgun butt at kicking butt and killed off the final 3 marines. I then consolidated to behind the drop pod.

 

Turn 4.

Stormwolf finally arrived. I had to think very carefully about this turn because there was no way I could get a unit to my ambassador to jump him again so my only chance to win was to prevent Chris from jumping his ambassador. The only unit Chris had that was fast enough to do so was the Ravenwing command squad. If I didn’t do something they could move 12 then turbo boost if necessary or assault to get to the objective. Therefore my mission was clear I needed to keep them away. I tried to bring the Stormwolf on in a way to be flying but also to block the command squad movement whilst still being able to shoot them. I failed so settled for flying and shooting. I didn’t want to sacrifice yet another unit and there was still a chance I could be tabled. Thunderwolves moved up to assault the command squad as I reckoned my chances were better against overwatch shooting rather than normal shooting and being charged. I moved the scouts close to the objective and then ran them but only rolled 2 so there was still a way to get to the objective. The Battle leader charged the nearest Razorback. I could have charged the other tactical squad but as he only had 1 wound left I was worried about dying to overwatch or close combat. Stormwolf shot dead two command bikers and the Thunderwolves killed all but 1 mainly due to FnP and a 4+ invul. As the command squad and Thunderwolves stayed locked in combat I was happy with the result. Battle leader then smashed apart the razorback.

 

Dark Angels turn 4. 

Deathwing knights activated smite mode on their maces and moved forward. Darkshroud moved to the top of the central piece of terrain. Remaining razorback and tactical squad fired on and killed the Battle leader. Deathwing knights charged in and killed off all the remaining Thunderwolves for 3 casualties in return and the last command squad biker. Deathwing knights and Librarian consolidated towards the objectives but ended up about 10 inches away.

 

Game over

Objective Points 

Wolves 2

Dark Angels 1

Win to the Space Wolves.

Victory Points

Dark Angels 1260

Wolves 1050

Secret missions, I failed to kill the Darkshroud so didn’t get mine.

Chris had to seize the highest point on the table which he did with the Darkshroud in the final turn.

 

Post Game thoughts

Phew, I felt that I was hanging on for the last two turns then. What swung the game for me was two things. 1. The central line of sight blocking terrain which kept my Thunderwolves and other units out of LoS of his Ravenwing command squad with his plasma talons. 2. Using my vehicles to block off Chris’s movement to the objectives and to my units. I was disappointed that my Wolflord went down so early but the Thunderwolves again did me proud killing off the Chaplin, Assault squad, Dreadnought, a Razorback, Tactical squad, Ravenwing command squad and half of the Deathwing knights, not too shabby. The scouts were disappointing but their deployment options were very limited by Chris’s deployment and the terrain..

 

Game 3. Teaser, vs Daemons coming soon. 

After two wins I knew that I was in with a shout of winning. Due to a few draws only a couple of other players were in the running of going undefeated too. I also knew that I was going to be in for a really tough game. Bring it on.

 

Game 3 vs OJ

 

Opponent OJ

Army Daemons

Mission 5 objectives spread across the centre line if you held an objective for a player turn it was worth 1vp if it was held by an objective secured unit it was worth 2 vp. Once you got to 3 vp on an objective you couldn't score any more points on that one but your opponent could if they moved onto it.

Deployment Dawn of War

Night fight No

Deploy first and go first Daemons

Infiltrate and Scout Yes.

 

OJ’s list

Lord of Change

Khorne Herald on Juggernaut

Nurgle Herald

5 plague Drones

14 Flesh hounds

3 Nurglings

3 Nurglings

Soul Grinder

Soul Grinder

Blood Slaughterer

 

Five reasons why Daemons will win

1. Psychic mastery, OJ's army had limited warp charge but still much more than me

2. With the speed and size of his units OJ’s army could get where they wanted fast and do some damage so they could easily control the centre of the board.

3. His 3 walkers would have to be dealt with at range or by my Thunderwolves or they would munch through my units

4. OJ is a very good tactical player and a very good Daemon player, usually top 3 or top 5 at tournaments and he gave me a severe kicking a couple of months back

5. He had a lot of mobility to move from one objective to another

 

Five reasons why Wolves will win.

1. I beat OJ when we were testing lists before the tournament so knew what I was up against

2. I had more objective secured troop’s choices

3. I had my flyer

4. I was going second so would have last say on objectives.

5. If I got the charge I was confident I could take any of his units in combat

 

Deployment.

OJ deployed his Khorne hounds and herald in the ruins just right of his centre with the Blood Slaughterer next to them. His Plague Drones and Nurgle Herald and other Soul Grinder went further right. 1 Soul Grinder and his Lord of Change on his mid left. Nurglings in reserve. OJ did all his rolls for rewards and spells. I didn’t take too much notice as I would have to ask what they all did again each turn anyway.

My deployment. Rhino with plasma hunters on my mid right with the Thunderwolf star next to them. Typhoons far right to target his Lord of Change. Scouts outflanking. Everything else in reserve.

 

Daemons Turn 1.

Actually no because I seized the initiative.

 

Wolves turn 1.

First big decision was where to drop the drop pod. I could have gone on an objective but decided to go for the rear armour of his Soul Grinder on his left (my right). My thinking was I could get its rear armour with 3 melta guns and if it was destroyed or immobilised it was out of the game. Also he didn’t have much on that side of the board and by putting my unit there his Blood Slaughterer had to move toward the nearest enemy unit. Plasma hunters moved up in the rhino then disembarked onto an objective. Thunderwolves moved up, Typhoons moved up to shoot the Lord of Change whilst staying well out of charge range. At this point I fell victim to the most blatant p**s take I had seen in a long while. Whilst I bent down under the table to grab my melta hunters OJ turned his soul grinder round so I was now in his front arc. I was totally confused for a few seconds and thought I had fallen for a really stupid school boy error. Eventually OJ took pity on me and put it the right way round. (Think he was getting into character with his Lord of Change changing the ways, I petitioned a judge to have him disqualified, thrown out and tar and feathered but they just laughed L (to be fair my face must have looked pretty funny). Shooting was poor with 2 hp stripped off the Soul Grinder and left it shaken and stunned which it ignored due to daemonic possession. Typhoons took a wound off the Lord of Change. I grabbed a point for the objective although it did look like I had just sacrificed first blood and my melta hunters.

 

Daemon turn 1. 

Daemon turn 1 saw the Lord of Change and Soulgrinder readied themselves to shoot then assault the drop pod and melta hunters. Blood Slaughterer scenting some action ran over to grab himself some puppy. Flesh hounds and herald carried on bravely defending the ruin in the deployment zone whilst remaining out of assault range of the Thunderwolves. Plague drones and Soul Grinder on his right moved up to secure two objectives. Soul grinder assaulted the drop pod and destroyed it for first blood. Lord of Change and Blood Slaughterer charged the melta hunters and killed off 5 for no loss. OJ smashed with the Lord of Change to ensure he didn’t kill the entire unit and leave himself open to counter fire or a counter charge. (A really useful tactic which I actually taught OJ in our first game, me and my big mouth) my plasma hunters grabbed another objective point for holding the objective in OJ’s player turn. OJ grabbed two points from the Plague drones and Soul Grinder.

 

Wolves turn 2.

Stormwolf came in. I had to decide whether to go for the Soul Grinder on the objective or to go for the one that just ate my drop pod. My Thunderwolves were just about close enough to charge the one that just ate my drop pod so I didn’t want to advance to charge then kill it with shooting leaving me high and dry. I decided that the Soul Grinder on the objective could do more to decide the result of the game so went after that and did 2 hp and stunned it. Scouts stayed off the board. Thunderwolves moved through the tree’s to assault the other Soul Grinder and my Wolflord took a wound from dangerous terrain check. Typhoons redeployed and shot at the Soul Grinder too but did nothing. Combat saw my remaining melta hunters wiped out but the Thunderwolves charged in and killed off the Soul Grinder. Plasma hunters grabbed another objective point for their objective. OJ grabbed two more points too.  

 

Daemons turn 2.

1 unit of Nurglings arrived. They deep struck by the centre objective but scattered slightly. Fleshhounds and herald advanced on the Thunderwolves as did the Blood Slaughterer and the Lord of Change, this was going to hurt. Psychic phase saw precognition go off on the Lord of Change and the Fleshhounds and herald got rending, this was going to hurt a lot more now. Lord of Change periled but then rolled a six giving him all the really good benefits inc a 3++. Lord of Change challenged my Wolflord and killed him off before I even got to attack back. Khorne herald then did some instant death wounds and killed off 2 Thunderwolves. End result was I lost all 5 Thunderwolves and both characters in return for killing off a few Fleshhounds. OJ also picked up 4 objective points whilst my plasma hunters picked up another one.

 

At this point we remembered we hadn’t chosen secret mission so I picked kill off his heavy support choices and OJ decided to grab some objective that was well within his grasp.   

Wolves turn 3.

Things were not looking good. My Thunderwolves were all dead, 1 unit of obj secured troops was dead and another was in the Stormwolf which would have to land to drop them off. I was also behind on points. Scouts came in and jumped on the far right objective. Typhoons attempted to move out of the trees and one immobilised itself. This really wasn’t a spectator game for the space wolf fans. Plasma hunters fired on the Nurglings as with 4 plasma shots I could instant kill the T3 little critters, their 3+ cover save was just a detail. They then made all cover saves. Mobile Typhoon did another wound on the Lord of Change. Scouts rapid fired on it and did nothing. Stormwolf decided to keep the Bloodclaws on-board as I would end up sacrificing both units to drop them off. I tried to fly and manoeuvre to shoot the Lord of Change but couldn’t manage the angle and ended up firing into the side of the Blood Slaughterer and destroying it. The immobile Typhoon then fired 2 Krak missiles into the side of the other Soul Grinder and finished it off. Considering the amount of shooting I had this was actually a really good turn. Scouts grabbed me an objective point although OJ picked up two points too.

 

Daemon turn 3.

Lord of Change moved over to deal with the scouts. Plague Drones and Nurglings moved to the centre objectives. Flesh hounds and herald moved to assault the plasma hunters. Other Nurglings didn’t come in from reserve. Psychic phase saw flickering fire from the Lord of Change unleashed on the mobile Typhoon which jinked and survived. The Lord of Change periled again and took a wound but his 3++ expired this psychic phase. Fleshhounds and Heralds wiped out the plasma hunters and then the Lord of Change killed all 5 scouts. 2 more objective points to OJ.

 

Wolves turn 4.

There wasn’t much left of my army and the game was looking lost at this point. I decided the only thing I could realistically achieve was to kill off his Lord of Change; it only had 2 wounds remaining. The only other option was to go after the Nurglings but again I would have to land and I was concerned about being tabled. Typhoon fired on the Lord of Change and somehow did a wound despite snap firing. Leaving the Lord of Change vulnerable on 1 wound remaining. With 4 twin linked anti-tank weapons at Ap 1 and 2 I was convinced the Stormwolf could bring glory back to Asaheim. 3 hits, reroll for twin linked, 4 hits, 4 wounds, 4 invul saves Grrr.  No points for me for being on objectives but OJ grabbed more points as he was now sitting on 3 objectives. 

 

Daemons turn 4.

At this point we were pretty much out of time and theory hammered what would happen. Lord of Change theory killed the Typhoon in close combat, Khorne Herald theory moved to linebreaker Fleshhounds theory assaulted and theory killed the rhino. Other units grabbed objectives except the Nurglings which deep struck this turn and scattered off the objective. 3 more objective points to OJ. I was left with a Stormwolf and 5 bloodclaws left alive.

 

Results

First Blood Daemons

Slay the Warlord Daemons

Linebreaker Not in play

Objective points

Daemons 17

Wolves 6

Both got our secret missions

Kill points Daemons 1350

Wolves 622

Resounding win for the Daemons.

I did pick up a loser bonus tournament point.

 

Post game thoughts

I think I made two big mistakes in this game. I should have put my drop pod on an objective on the far right where I could have supported it. Instead I just fed OJ my objective secured unit and first blood. I also should have started the bloodclaws on the table and moved them towards an objective to avoid OJ having free rein on my left flank. I’m sure they would have died but they might have grabbed me some points early on. The Stormwolf had a really good game. Thunderwolves were unlucky to get counter charged by everything but that was really bad tactics to recklessly charge in. I was a bit disappointed not to finish off his Lord of Change or to do more damage to his Nurglings but by that stage the game was lost. It was looking quite close until the final two turns. I was not a fan of the mission though as I felt it was too much of advantage to board control armies or close combat armies who could smother the objectives or counter charge from their deployment zone. I think Daemons was probably one of the worst match ups for this mission. OJ played the mission better than me and set up some good combined charges. And I honestly feel the better player won.  

 

Event wrap up.

Orks won the event going 3 for 3

Eldar were 2nd also going 3 for 3.

OJ came third, although prize support was only for the top two.

I came 8th out of 26 which I was pleased with, although I did have a bit of ‘what might have been’ if I had won my final game although I was beaten comprehensively.   

I had 3 good games against 3 good opponents. Everyone I met was really friendly and all games were played in a really good spirit. All major codexes were represented (except Tau) even Sisters of Battle and Khorne Daemonkin. Terrain was great and varied across all the tables. I did think the missions were overcomplicated and would have benefited from play testing but I did like the concepts and I liked that they went to the trouble of creating bespoke missions.  

The day after the Old Skool event an Attrition event was running. This was 3 games the first at 1650 points, then 1150 then 650 points. The caveat was that you had to take models away from the higher point list to make the lower point lists and anything removed couldn’t be added back in later. The 650 point game was designed to be very much patrol forces with infantry and light vehicles only . Similar comp as the day before. Less players on the Sunday with only 14 compared to 26 the day before. 

 

My army list

HQ

Warlord; Thorkild Thunderarm;  Wolf Lord; Thunderwolf Mount, Runic armour, Storm shield, Digital Weapons, Axe of Black Death, Melta bombs                                                

Little Ragnar; Wolf Guard Battle Leader, Thunderwolf mount, Runic armour, Storm shield, Thunderhammer                                                    

Hakon’s Raiders, 5 space wolf scouts, boltguns,    

Gunnar’s claws, 5 bloodclaws with bolt pistols and close combat weapons, storm wolf with twin linked helfrost, twin linked lascannon, 2 twin linked multimeltas.               

Bjorn’s hunters, 10 grey hunters, including 2 plasma guns, wolf guard pack leader with combi plasma, rhino                                                 

Sven’s Hunters; 10 grey hunters, including 2 melta guns, plus 1 wolf guard pack leader with combi melta, drop pod,           

Thengrir’s Vikings; 5 Thunderwolf cavalry, including 2 powerfists, 2 stormshields, Thunderwolf cavalry pack leader with storm shield and close combat weapon                  

Raven’s Flight 2 x Landspeeder Typhoon                                                                                                                                                                                1,650 points

 

 

Game 1.

Opponent Robert

Army Chaos space marines

Mission Modified Kill points, HQ were worth 3 points, plus 1 for warlord, elites were 3 points each, fast attack 2 points each, heavy support choices were 4 points each, troops were worth nothing.  

Deployment Dawn of War

Night fighting No

Deploy first go first Robert

Infiltrate and scout allowed Yes.

 

Robert’s list

Khorne lord on juggernaut with axe of khorne

Chaos sorcerer on bike

3 chaos terminators with combi plasmas

2 squads of 5 chaos marines in rhino's

30 cultists mark of khorne

Heldrake

5 bikes with 2 melta guns

5 chaos spawn

Vindicator

Predator with autocannon and lascannon sponsons

Forgefiend

 

5 reasons why chaos will win

1. He had more long range firepower than me

2. He had enough close combat units to make a headlong charge very risky

3. His Vindicator could easily instant kill my thunderwolves and characters

4. He had first turn in a kill point mission

5. Again he had a psycher to buff his units where necessary

 

5 reasons why wolves will win.

1. Counting up the points for the mission I could give up a max of 13, Robert could give up 26 which was a massive difference

2. Deploying 2nd I could avoid his nastiest units and pick off his heavy support with my flyer which could target his heavy support choices with impunity

3. If I could keep my thunderwolves and characters alive it would be very difficult for Robert to win.

4. I had the psychological advantage of Robert admitting he was terrified of my thunderwolves and he wanted to avoid them at all costs.

5. With troops not being worth any points and stormshields on my thunderwolves his heldrake would be much less effective. (If you are wondering about the scouts I had given them up as lost anyway as decided they would die to anything and everything .

 

Secret mission.

I used my secret mission of kill off all his elite’s choices which in this case was the 3 chaos terminators who I would be targeting anyway.

 

Deployment.

Robert won the roll for table sides and took the side with more cover. He then deployed his predator on his far right with the 2 chaos marine squads in rhino’s on its left. The spawn went next then the vindicator in the centre. The Khorne lord joined the cultists in a big set of trenches with the librarian joining the bikes just behind. Forgefiend went on his far left behind some ruins so that wherever I deployed either his Forgefiend or Predator could catch me in a cross fire.   His cultists would be a big pain as they weren’t worth any points and could bog me down until I got counter charged; they were set up in such a way as to block any charges to more valuable units.

My deployment was a bit tricky as there was a big ruin on my left but I wanted to avoid his more close combat units opposite particularly his Khorne lord and I wanted to keep the Thunderwolves away from the Vindicator. In the end I deployed the Thunderwolf star on my far right opposite the Forgefiend with the rhino next to it and the Typhoons in the open behind them. Also by deploying on the far right the vindicator and predator would have to travel across which would hopefully leave space for my melta drop pod.  Scouts would outflank. Bloodclaws in Stormwolf in reserve.

My warlord trait was move through cover and stealth ruins whilst Robert got to reroll on the chaos boon table.

 

Chaos Turn 1.

Cultists moved slightly to bubble wrap the bikes and the Forgefiend. Khorne Lord joined the spawn and advanced slightly. Rhino’s and Predator shuffled across a bit and the vindicator pivoted to face the Thunderwolves but was still out of range.  Forgefiend moved to draw line of sight with its Hades auto cannon. Librarian cast Prescience on the Forgefiend. Forgefiend then shot at the Typhoons, hit 6 times then 8 times with reroll, then penned 4 times and glanced twice. Jink saves came up total fail and the Typhoons crumpled to the ground. First blood and a couple of kill points.  Everything else was out of range to shoot me.

 

Wolves Turn 1.

Melta pod screamed to earth and scattered slightly but still within melta range of the side of the vindicator. Thunderwolves moved up towards the cultists and Forgefiend. Rhino advanced 12 inches forwards and popped smoke. Popping smoke was a mistake as I should have flat outed and used it as mobile cover for the Thunderwolves as the rhino was troops and not worth any points in this mission. Melta guns blew up the vindicator with an explode result killing off a grey hunter and a cultist. On reflection I should have put the Typhoons behind cover on my left and tried to draw side armour line of sight on his tanks or encourage his close combat units to chase me round the board. However with the vindicator dead I was now up on points, 4 to 3.

 

Chaos turn 2.

Heldrake failed to come in but the terminators came in and landed by the big ruins on my left flank passing their dangerous terrain checks. Khorne lord split from the spawn to assault the melta hunters. Bikers and librarian moved round to shoot and assault them or the drop pod. Forgefiend and cultists shuffled away from the Thunderwolves. Rhino’s moved slightly to allow the marines inside to shoot the melta hunters without having to disembark. Spawn shuffled and gibbered their way forwards. Forgefiend shot at the rhino and immobilised it but only did 1 hp in total. Predator hit but failed to damage the drop pod. 2 melta hunters were killed by the chaos marines in rhino’s. Melta guns from the bikes took a hp off the drop pod. Terminators ran a couple of inches further into cover. Khorne lord then charged the melta hunters and issued a challenge, my wolf guard pack leader accepted and was killed alongside four of his fellows. Khorne lord then rolled on the boon table and ascended to Daemon hood even with Robert’s reroll. This was good news to me as he was now a slower Daemon prince although probably still as killy and tough to kill. Bikers then assaulted and ripped apart the drop pod. I wasn’t too bothered by all this carnage as it meant he was only killing my troops who weren’t worth anything.

 

Wolves turn 2.  

Stormwolf failed to come in. Scouts outflanked, with the reroll from acute sense I brought them on into rear armour of the predator. With only 10 bolt gun shots I couldn’t do much damage to anything else. Plasma hunters disembarked and advanced on the cultists bringing them just within bolter range.  Thunderwolves changed plan and moved then ran across the battle field towards the terminators. With my lack of forces to support I couldn’t risk a headlong charge into the entirety of his army but I could still try it next turn if my Stormwolf turned up. Wolf scouts failed to even scratch the paint on the predator and the plasma hunters killed off only 2 cultists due to being at extreme range and a 4+ cover save. Both units now looked horribly exposed. Daemon prince killed off all but 1 hunter leaving him locked in combat which was actually better for me.

 

Chaos marine turn 3.

Heldrake again failed to appear. Terminators continued to move through cover away from the Thunderwolves. Bikes, rhino’s with marines inside and Predator all moved to target the recently arrived scouts. Cultists continued to act as the impenetrable wall. Forgefiend moved slightly to shoot the Thunderwolves. Spawn dithered around a bit but stayed well out of Thunderwolf charge range. Shooting from the bikes and Predator caused all five scouts to wish they hadn’t turned up this morning, edit all five died. Librarian failed to cast prescience and all the Forgefiend’s hits and wounds bounced off the Battle leader with his 2+ save. Daemon prince won combat and consolidated back towards his board edge. Not a lot of carnage but Robert was back in front.

 

Wolves turn 3.

Stormwolf again failed to arrive. Ok I was starting to worry a bit. I was behind and struggling to get close enough to do any damage. I’d need a couple of turns to turn this round, more if Robert could do more damage. With only 20 or so models though my turns were going quite quick. Plasma hunters moved forwards to shoot the cultists again. I bunched them up as I knew the Heldrake had to come in next turn and I’d rather he shot Plasma hunters than the Thunderwolves. Rhino tried to repair itself again and failed. Both Thunderwolf characters took point to absorb any Heldrake flamer hits on their 2+ saves. I advanced on the terminator again and ended up about 10 inches away. I decided to run rather than attempt such a long charge and ran three inches forwards. Plasma hunters killed off a couple more cultists but there were still about 20 left.

 

Chaos turn 4.

Heldrake arrived and moved to target the Thunderwolves. Predator and Forgefiend moved to draw line of sight to them too. Everything else stayed out of charge range again and the terminators continued to move through cover but were still well within charge range. Heldrake did five hits with its baleflamer but the WolfLord’s runic armour was equal to the task. Wolf Lord then tanked two lascannon shots from the Predator but took a wound from an autocannon. I needed to have a word with him about using his shield for the entireity of the shooting phase not just some of it. Forgefiends autocannon shots bounced off the Battle Leader’s runic armour. That turn could have been a lot worse.

 

Wolves turn 4.

Stormwolf arrived and flew straight at the Forgefiend, it had lower front armour than the predator so I decided it was a softer target and it had double the amount of shots. Plasma hunters continued their advance. Thunderwolves moved up with one taking a dangerous terrain wound from the trench complex. The terminators were now within a 5-6 inch charge and wouldn’t be able to escape any further. They also looked a little like Thousand Sons which was another good reason to end their miserable existence. Stormwolf opened up on the Forgefiend and the multimelt’a blew it up catching 15 cultists in the explosion and killing 8 of them but they passed leadership. It was at this point that I realised they weren’t fearless. Plasma hunters ran forwards to bring them closer into range for next turn. Overwatch from the terminators failed to even hit and the Wolf Lord and the Stormshield guys showed them how to hit, wound and kill. I consolidated into the ruins but also closer towards his lines. A much better turn for me.

Chaos turn 5.

Both rhino’s advanced to shoot the Wolves and also to act as meatshields for the rest of the chaos force. Predator also moved to draw line of sight to the Thunderwolves. Heldrake vector struck the Stormwolf with D3 hits but failed to do any damage. Bikers then fired but I jinked and they all missed. Daemon prince readied himself to counter charge the Thunderwolves if I took the bait and charged the rhino’s. Shooting at the Thunderwovles killed off a wounded Thunderwolf and the Lord took a wound. No combat so we moved onto my turn.

 

Wolves turn 5.

It was touch and go with time whether we would get to turn 6. I really debated landing the Stormwolf to land the Bloodclaws but decided I wasn’t confident enough in their combat ability to kill a daemon prince or a biker squad with librarian. Stormwolf kept flying to target the Predator. Plasma hunters moved to within firing range of the cultists.  Thunderwolves moved up to charge the nearest rhino. I could have split off a character to go hit the other rhino but I was concerned about a turn 6 counter charge from his daemon prince. Plasma hunters killed off enough cultists to force another morale check but they passed. The jinking Stormwolf snapfired and blew up the Predator. Thunderwolves then assaulted the rhino and unsurprisingly ripped a lot more access points and fire points in the hull. The marines inside disembarked but were otherwise unaffected.  We rolled to see if the game continued and the dice came up as a 1. Game over.

Results

First Blood Chaos

Linebreaker Nobody

Slay the Warlord Nobody

Secret missions.

Wolves Yes, chaos elite’s all killed.

Chaos No. Robert had to get his most expensive troops unit killed off which was the cultists. 

Kill points Wolves 15

Chaos 5

End result

Wolves 15

Chaos 6.

Victory points

Chaos 560

Wolves 686. 

 

 

Post game thoughts.

Robert was a really relaxed chilled out guy who I would happily play again, his army was really well painted too. We had some good banter about the gimp masks on his cultists. He was really unlucky with his Khorne Lord ascending to Daemonhood and becoming less powerful. I was convinced throughout the game that his cultists were fearless so I avoided charging them as I was sure I could win but didn’t want to get bogged down. We both ended up playing a bit of the denial game with trying to avoid getting our units killed off and avoiding close combat. The difference was Robert had a lot more high priority targets that I could pick off at range and he couldn’t. The Stormwolf had a great game killing off both the Forgefiend and the Predator despite not coming on till turn 4. Thunderwolves didn’t do much which was more about me changing my mind after the terminators came on and deciding to run the width of the battle field. I was also worried about charging headlong into his army and getting counter charged by his Lord/Daemon prince, spawn, bikers, librarian, Forgefiend and possibly chaos marines too. Losing the Typhoons on turn 1 was a bit of a blow too as they would have been effective against his vehicles. I think Robert would have been better served putting the Terminators where they were more supported but I think he intended to use them for linebreaker or thought that I wouldn’t bother to chase them down.  

Game 2.

Opponent Dan

Army Space Wolves

Mission Escort the Ambassador. Each player had a non-combatant ambassador model who they had to escort from their deployment zone to the endzone in the opposite table quarter. Ambassador could only be escorted by infantry elites or troop’s choices. One troops choice could start in your destination zone everything else had to start in your deployment and nothing could choose to start in reserve, any deep striking units i.e. drop pods had to deep strike into your deployment table quarter. Unit escorting the ambassador had a 4+ invul save vs. shooting. If you killed the unit escorting the ambassador he jumped to the nearest objective secured unit. You got one point for making the ambassador jump, 1 point for killing off a troops choice (inc transports) and 2 points for controlling your ambassador outside of your deployment zone 3 points for controlling your ambassador in your endzone.

  

Deployment Table quarters

Deploy first and Go first Dan

Night fight no

No infiltrate or scout moves allowed.

My list 

HQ

Warlord; Little Ragnar; Wolf Guard Battle Leader, Thunderwolf mount, Runic armour, Storm shield, Thunderhammer                    

Hakon’s raiders, 5 space wolf scouts, boltguns,                              

Gunnar’s claws, 5 bloodclaws with bolt pistols and close combat weapons.              

Bjorn’s hunters, 10 grey hunters, including 2 plasma guns, wolf guard pack leader with combi plasma, rhino,                                    

Sven’s Hunters; 10 grey hunters, including 2 melta guns, wolf guard pack leader with combi melta, drop pod,                                

Thengrir’s Vikings; 5 Thunderwolf cavalry, including 2 powerfists, 2 stormshields, Thunderwolf cavalry pack leader with storm shield and close combat weapon                                                                            

Raven Flight, Landspeeder Typhoon                                                   

 

 

Total                                                                                                              1,110 points

Dan's list

Harald Deathwolf

4 Thunderwolves with storm shields

5 wolf guard with combi melta in drop pod

10 bloodclaws in rhino with 2 melta

10 bloodclaws in rhino with 2 flamer

Typhoon

Relic Whirlwind skopios

 

5 Reasons why Dan would win

1. Dan has played space wolves a lot longer than me and is more experienced

2. Dan has first turn

3. His whirlwind could take big chunks out of my infantry squads

4. Dan got to deploy first so chose the quarters with most cover

5. With 2 rhino's to 1, Dan has more mobility and could block line of sight

 

Five reasons why I will win.

1. The nature of the mission means that Dan will have to advance into the open turn 1 meaning I could easily get the first charge in

2. I had more Thunderwolves than he does

3. I was prepared to sacrifice any unit to get my ambassador across the board, was Dan willing to do the same?

4. If I seized Dan was in big trouble as my Thunderwolves were within 5 inch charge range of one of his troop choices after set up.

5. A diagonal piece of terrain across the board would keep my units out of line of sight from turn 3 onwards, (if I could get there)  

 

Deployment.

 Dan deployed his ambassador with his wolf guard. Melta claws in the rhino in front of them to block line of sight. Thunderwolves and Harald next to the rhino with the lone wolf behind them. Whirlwind partially obscured by some ruins with the Typhoon, Flamer bloodclaws went in their rhino in his destination zone.  Drop pod was to deep strike turn 1.

My deployment was similar. Melta hunters went in the end zone at the very furthest point. Ambassador with the bloodclaws as I decided they had least shooting and the unit would be running instead. Plasma hunters in rhino in front to block line of sight. Wolf scouts behind. Thunderwolves behind the rhino and the hill to block line of sight to the Whirlwind, Typhoon loitered at the back. Drop pod to deep strike. My plan was to chain my troops units across the board and basically use the jumps from the units being killed off to jump the ambassador across to the end zone. Bit risky but I didn’t think my units would make the 30 inch move in the game time.

My Warlord trait was to force pinning test on D3 units. Then I rolled a 1 but if I could pin his wolf guard I would gain an advantage but they passed morale.

I tried to seize and failed.

 

Dan Turn 1.  

Drop pod came in in the centre of his deployment zone but scattered to within half an inch of going off the board which could have been first blood. Wolf guard moved then ran 5 inches across the board. Rhino moved up to block line of sight to the unit. Thunderwolves loped alongside to provide an escort. Typhoon opened fire on my Typhoon I jinked but lost a hp and was immobilised. My Typhoon was facing the wrong direction i.e. towards the side of the board rather than the table centre for some stupid reason so it could only see the Typhoon in front or I could just barely see the Whirlwind. Whirlwind then fired and killed a bloodclaw and a wolf scout. Flamer bloodclaws realised they were well within charge range of my Thunderwolves and moved 12 inches away before pivoting round. Dan grabbed 2 points for controlling his ambassador.

 

My turn 1.

Drop pod came in and landed bang on the centre of my deployment zone as I couldn’t risk scattering off the board but only had shooting range to Dan’s Typhoon.  Bloodclaws moved then ran 3 inches. Wolf scouts moved forwards slightly Rhino moved 6 and the plasma hunters jumped out to shoot his Thunderwolves. My Thunderwolves moved up to charge them with what looked to be about a 6 inch charge. Melta hunters moved a few inches forwards as I realised that my drop pod was still very close to my ambassador and if that was my closest unit that was where he would jump to. My Typhoon fired on Dan’s Typhoon but failed to hit due to snap firing. Shooting on the Thunderwolves went very well as I killed off 3 of them but they passed morale. As it was only Harald and 1 guy left I declared a charge with my Thunderwolves and failed even with the fleet reroll, whoops, that left a lot of my units looking vulnerable. I grabbed 2 points for controlling my ambassador.

 

Dan turn 2.  

Wolf guard with ambassador continued to move and run. Bloodclaws with melta’s moved to shoot my rhino. Flamer Bloodclaws moved a bit closer. Lone wolf brought up the rear of the advance. Melta claws blew up my rhino for first blood. Whirlwind then killed off all but 2 wolf scouts. Bloodclaws were left alone due to their 4++ against shooting and also because Dan wanted to assault them. Thunderwolves moved to charge the bloodclaws and only killed 3 with the remaining two running away. Dan grabbed 4 points, 2 for controlling his ambassador, 1 for first blood and 1 for killing off a troops unit. 

 

My turn 2.

My Thunderwolves moved up and round his rhino and Thunderwolves. I needed to start limiting the movement of his ambassador so I left his Thunderwolves alone. Plasma hunters moved up towards the centre of the board as I had a cunning plan. Wolf scouts and blood claws advanced on his Thunderwolves. I fired all my bolt pistols and did no damage at all. After measuring the distances I declared a multicharge with my Thunderwolves against both the wolf guard and the rhino with melta claws. I was about 6 inches from the primary target of the wolf guard and about 3 inches from the rhino. Charge dice came up as a 3 and a 2, not quite enough, I rerolled both and got a 2 and a 3. Bugger. I then charged both the wolf scouts and the bloodclaws into Dan’s Thunderwolves. My reasoning was that both units were lost anyway and that by them dying my ambassador would jump to the more robust plasma hunters unit which was further across the board. Both units charged in and died. This move gave Dan 3 more points for killing 2 units and for making my ambassador jump. I grabbed two points for controlling my ambassador. Think that might have been a bad idea.

 

Dan turn 3.

Flamer claws disembarked to shoot the plasma hunters. Thunderwolves moved up to charge them. Wolf guard continued to move and run. Rhino move to block off the charge from the Thunderwolves. Typhoon fired into the rear of my Thunderwolves and did a wound. Whirlwind then fired on the same target. Thunderwolf with a Stormshield tanked all but 1 wound. Flamer claws killed off two plasma hunters but I passed morale. A 4++ against shooting sounds great but when you have a 3+ armour save and he is firing boltguns and flamers it doesn’t help. Thunderwolves then charged in and killed them off so my ambassador jumped over to my melta hunters. My plan was kind of working. Lone wolf then charged my Thunderwolves. Brilliant I thought, I could win combat in Dan’s turn and consolidate then hunt down his wolf guard with ambassador and the pesky rhino too. Ten attacks from Stormshields guys at initiative 4, several hits and wounds, no rends, 2 saves failed, 1 FnP passed. The Lone wolf then did a wound with his Thunderhammer. 5 Thunderhammer attacks and 10 powerfist attacks in return resulted in only 6 hits 4 of which failed to wound and he then passed his invul saves. Drawn combat.  Dan grabbed 2 points for controlling his ambassador and 1 for killing a troops unit and 1 for making the ambassador jump. What a rubbish turn for me.

 

My turn 4.

This would be quick I had an immobilised drop pod, an immobilised Typhoon, Thunderwolves locked in combat and 10 melta hunters. Melta hunters moved then ran towards the end zone but remained outside of it. Drop pod had nothing in range to shoot at. Typhoon fired 2 krak missiles at the Whirlwind and failed to even hit. Thunderwolves managed to put the beatdown on the Lone wolf and consolidated 5 inches out of close combat. Not bad but they were a turn too late.  2 points for me.

 

 Dan turn 5. Flamer claws and Thunderwolves advanced on my melta hunters. Wolf Guard and Melta claws continued their advance towards the endzone which was now within another move. The Flamer claws rhino was still in the Endzone and close enough for the next jump to take the ambassador in. Typhoon moved up to shoot the Thunderwolves but did nothing. Whirlwind fired on the melta hunters and killed a couple. Flamer claws fired on the melta hunters and killed a couple more which caused them to take then fail morale and run towards the Thunderwolves and Flamer claws. Not good. Both units then charged in, I passed morale to avoid being auto killed. Combat was fairly predictable with the unit being killed off and my ambassador jumped back to the drop pod in my deployment zone. 4 more points for Dan.

 

My turn 5.

This would be the final turn due to time. Again another short turn with not much to do. Typhoon continued to shoot and miss the Whirlwind. Drop pod was out of range to shoot anything. Battle leader split off from the Thunderwolves.  Thunderwolf advanced on the Wolf guard and the Battle leader on the melta claws rhino. Much to my shock both charges were made and I won combat so I grabbed 3 points for killing off an elites choice, troops choice and making the ambassador jump. Not bad but I really needed that sort of damage in turn 2 or 3 to make the game a contest.

 

Game over.

First Blood Dan

Victory Points

Dan 17

Me 9

Space wolves Win!! Hurrah, except they weren’t my Wolves, booo. Still I’ll happily jump on the bandwagon.

 

 

 

 

Post Game thoughts.

That was a frustrating game. The Thunderwolves failing chares in turns 1 and 2 and then miserably failing to kill off that Lone Wolf with a string of below par dice rolls. I was actually quite happy when Dan charged in the Lone Wolf as I expected to kill him off then consolidate closer in my turn. Instead my unit ended up wasting a turn. However I think in turn 1 my Thunderwolves should have gone after his rhino and the unit inside it which would have been much more playing to the mission. The Typhoon being immobilised facing the wrong direction also didn’t help. Sacrificing the wolf scouts and bloodclaws was a mistake as I just fed Dan kill points. I think overall though I didn’t play the mission as well as I should have and should have used the Thunderwolves to go after his troops or to shield my own troops. Again I wasn’t a fan of the mission as thee was too much working out how the rules played with your opponent and too many ambiguous things that we had to clarify with the judges. I think the concept was good but again it could have been simpler. Dan as a top guy and ended up winning most sporting which he also did on the event the day before. Dan ended up second overall too. When I saw his list I knew I was in for a tough game and he didn’t disappoint. Even though it was a bit one-sided at the end, if a couple of my charges had gone off early on it could have been very different.  

Game 6 vs Kieran

Opponent Kieran

Army Imperial Guard

Deployment Table quarters

Night fighting no

Deploy first go first Wolves

Infiltrate and scout allowed Yes

Mission. Another complex bespoke mission. Each unit could prospect, for gold, jewels whatever they wished. You could only prospect in a quarter outside of your deployment zone. Unit had to be completely within that quarter and more than 3 inches away from an enemy unit. Prospecting in the quarter the enemy deployed in was worth an extra point. Points were worked out at 20% of the unit size plus their ballistic skill so ten grey hunters were 6 per turn, five Bloodclaws were worth 4.  That was it, no points for killing units or anything like that.

 

Army list rules were light vehicles only and minimum 1 troops and max 2 elites, 2 fast attack 2 heavy support.

 

My list

Hakon’s Raiders, 5 space wolf scouts, boltguns,                            

Gunnar’s claws, 5 bloodclaws with bolt pistols and close combat weapons.                                            

Bjorn’s hunters, 10 grey hunters, including 2 plasma guns, wolf guard pack leader with combi plasma, rhino

Thengrir’s Vikings; 5 Thunderwolf cavalry, including 2 powerfists, 2 stormshields, Thunderwolf cavalry pack leader with storm shield and close combat weapon                                                                                        

 

Kieran’s army list

Commissioner

Platoon command squad x 2

10 man infantry squad x 2

30 man combined infantry squad

50 man conscript blob

3 lascannon teams

Sentinel with lascannon

 

Yep, that’s 116 models at 650 points.  

 

3 reasons why Kieran will win.

1.       His conscript blob can rock up 12 prospecting points per turn

2.       His commissioner can make said blob fearless

3.       He had so many models I couldn’t kill them all in a 75 minutes game what I didn’t kill would grab a lot of points.

 

3 reasons why Wolves will win.

1.       Kieran went for numbers over equipment meaning he would struggle to kill my units

2.       I had a lot more mobility so I could easily get to his units to kill them or get into the other table quarters. He would struggle to get his big units completely into other table quarters to start prospecting.

3.       Most of his units had low leadership so If I could force morale checks they would hopefully start running away.

 

Spoiler alert

I made 1 massive error in this game, see if you spot it.

 

Deployment.

There was a big central piece of terrain which would block line of sight. I deployed the Thunderwolves as close to the centre as possible but out of line of sight. Plasma hunters in rhino on the edge of my quarter on the right ready to move out and start shooting or prospecting. Bloodclaws behind them screened by the rhino. Scouts infiltrated to a tower in a different quarter and about 10 inches above the battlefield. I used my secret objective of capturing the high point of the battlefield. Warlord trait on my Thunderwolf sergeant was move through cover ruins and stealth ruins.

Kieran them deployed his conscript blob with commissioner front and centre. A 10 man infantry squad on one flank and the 30 man combined squad on the other flank. Platoon command squads on each flank to issue orders. Lascannon sentinel and lascannon team in the centre in cover. Kieran’s warlord trait was relentless on the warlord.

Kieran tried to seize and failed.

 

Wolf turn 1.

Thunderwolves moved up and round to charge the conscript blob next turn. One of them took a wound for moving through a hedge. When I get back to Fenris I’m going to chop down every tree, shrub, tree, bush, and vegetatian that I can find, bloody dangerous terrain checks.  Plasma hunters moved 12 and the rhino popped smoke. Bloodclaws moved into the other table quarter. Scouts realised they were out of range for shooting so did nothing. I grabbed 9 points, 5 from the wolf scouts and 4 from the bloodclaws.

 

Guard turn 1.

Infantry squad on one flank moved forward to prospect in the adjacent quarter. 30 man infantry squad did the same to the other quarter. Conscript blob moved up. Lascannons and sentinels fired on the rhino and killed it but first blood didn’t count in this mission. Platoon command squad cast first rank fire 2nd rank fire on the conscripts. This worked out as 135 shots. Kieran only had 10 dice so we had to roll them 13 times. End result of 10 minutes of dice rolling was a single unsaved wound on a Thunderwolf.

Kieran then racked up 14 prospecting points for the infantry squads.

 

Wolves turn 2.

Right I needed to start racking up the points as quickly as possible and I needed to stop the conscripts from prospecting too. Thunderwolves moved up ready to charge whilst the bloodclaws moved up and ran towards the centre. Plasma hunters moved up to rapid fire the 30 man infantry squad. Shooting went quite well killing off about 8 of them but they passed morale.  Thunderwolves charged and after 6 minutes of resolving 90 odd overwatch shots the charge hit home and12 conscripts died. Due to the Commissioner they were fearless so couldn’t care less. No damage was done in return due to a lot of them being unengaged. Due to the plasma hunters I grabbed 11 prospecting points.

 

Guard turn 2.

Another infantry squad advanced towards the centre. Combined infantry squad moved forwards and fired on the plasma hunters and killed 1. Lascannons and lascannon sentinel missed or failed to do any damage.  More conscripts pushed forwards in the fight against the Thunderwolves and did a wound but I killed another 7 but they were still fearless. Kieran then grabbed another 11 prospecting points. Not good.

Have you spotted my major error yet?

 

Wolves turn 3. As we only had 10 minutes left this was to be the last turn due to the amount of time ti takes to roll such a lot of dice.

Plasma hunters moved closer to fire on the infantry squad or to fire then charge. I was confident I could kill a lot whichever way I did it but if I ended up locked in combat I couldn’t prospect for any points.  In the end I decided to shoot and killed 8 which was enough to make them fail morale and flee out of the table quarter. Bloodclaws then charged the nearest infantry squad and wiped out all 10 for no loss. I consolidated forwards but not quite to his table quarter. Thunderwolves killed off a bunch more guardsmen but I lost a stormshield wolf in return. 11 more points for me.

 

Guard turn 3.

The platoon command squad on his left moved up to the edge of the table quarter then ran far enough to make it fully into the quarter. Remains of the combined infantry squad continued to run away. Meatgrinder combat continued with more conscripts falling apart but remaining fearless. Kieran only grabbed 9 points this turn due to the smaller squad sizes.

 

Game over.

 

Results

Slay the Warlrod Nobody

Linebreaker Nobody

Prospecting points Wolves 31

Guard 34

Win to the Guard

Victory points

Guard 35

Wolves 330

 

Post game thoughts.

Did you spot my major error? Yep my Thunderwolf sergeant should have challenged his commissioner preferably in on of Kieran’s turns then he either refused and lost the fearless benefit or accepted and hopefully died giving me the same benefit then I could most likely get out of combat and get in combat with something else. The other mistake I made was not deploying the scouts close enough to affect the game. They should have been close enough to kill some guardsmen but ended up doing nothing except racking up points which they could have done whilst killing guardsmen. Depending on how they did I could have killed off the infantry squad next to the conscript blob and that unit gained Kieran 15 points over the course of the game. Also if I had had 1 more turn the blood claws would have got linebreaker and the plasma hunters would have killed off the platoon squad which would have been a lot more points. 116 models in an army at 650 points does make for a ridiculously slow game though particularly with only 10 dice. The mission really suited his army too. Another very frustrating game.  

 

Post tournament thoughts and army list review to come soon. 

  • 3 weeks later...

Thanks for these reports, by the way.

 

We had a game last weekend with a similar situation with the commissar in a big guard of guardsmen, tarpitting a melee unit. I remembered your post and we tried to challenge out the commissar... but he declined the challenge. As far as we could find, it doesn't exactly say anywhere that he can't shoot a dude to keep them fearless. So, maybe that wouldn't help.

Ah ok, to be honest I haven't looked at the rules for that situation but as it was the TO/referee who told me of that idea after the game then I think he would have ruled in my favour had ti been contentious, I'll have a read through the rule book. 

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