Chaplain Otho Posted August 16, 2015 Share Posted August 16, 2015 Event 3 games at 1650 points no LOW above 250 points, max 150 points on forgeworld, everything else had to be wysiwyg. Missions were both Eternal war and Maelstrom. Kill points were used as tournament tie breaker so killing off units was more important than grabbing extra victory points. My list HQ Thorkild Thunderarm; Wolf Guard Battle Leader, Thunderwolf Mount, Runic armour, Storm shield, Axe of Black Death, Little Ragnar; Wolf Guard Battle Leader, Thunderwolf mount, Runic Armour, Storm shield, Thunderhammer Elites Hakon’s Raiders; 5 space wolf scouts; boltguns Troops Sven’s Hunters; 10 grey hunters, including 2 melta guns, wolf guard pack leader with combi melta, drop pod, Bjorn’s Hunters; 8 grey hunters, including 1 plasma gun, wolf guard pack leader with combi plasma, drop pod, Gunnar’s Claws; 5 bloodclaws, bolt pistol and close combat weapons, 1 flamer, Stormwolf with twin linked lascannon, twin linked helfrost, 2 twin linked multi meltas, Sigvald’s Claws, 5 bloodclaws, bolt pistols and close combat weapons, 1 flamer, drop pod Fast Attack 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 Total 1,647 points Army list thoughts I made a couple of changes to my army list from previous events. I changed my Warlord from a Wolf Lord to a Wolf guard battle leader as with the Axe of Black Death he had plenty of attacks anyway and I wanted to save a few points. I changed the plasma hunters to a drop pod as the rhino kept getting shot up and they were out of the fight for too long. With the extra points left over I invested in a 2nd squad of bloodclaws and gave them a drop pod to allow both grey hunter squads to come on first turn. I gave the bloodclaws flamers to deter chargers and cos I had 10 points to spend. Game 1. Opponent Duncan Army Grey Knights Missions, Crusade & Deadlock Deployment zone, Table Quarters. Night fight no Deploy first go first, Grey Knights. Duncan’s army list Nemesis strike force (so could start rolling for reserves turn 1). Draigo Brother Captain in Terminator armour (Warlord, warlord trait was auto arrive with squad turn 1) 10 terminators 2 hammers 2 psycannons, halberds and swords on the rest, combat squadded, 5 terminators 1 psycannon 1 hammer, halberds and swords on the rest 5 man strike squad Dreadknight, (I have a real issue with Dreadknights having 2 heavy weapons and still being str 10 at initiative in close combat, I don’t get it, they have 2 arms, 2 arms equals 2 weapons, not 3 weapons, it’s not fair) Dreadknight Aegis defence line and comms relay 5 reasons why Grey knights will win 1. Dreadknights scare me due to their good movement and str 10 at int 4, and there was two of them. 2. Force would be instant killing my characters an Thunderwolves. 3. Psychic phase Duncan had lots of psychcih dice to none 4. With his comms relay, warlord trait and nemesis strike force a lot of his army would be in my face turn 1. 5. Most of his army had a 2+ save and 5++ making it very resilient. 5 reasons why Wolves will in. 1. I’m objective secured and he isn’t 2. I had a flyer and he doesn’t 3. I’m going 2nd on the objectives 4. He can’t charge the turn he deep strikes in which should allow me to charge 5. Once he had deep striked he didn’t have much mobility to go for the objectives. Deployment Duncan won the roll to choose sides and picked the corner with a big piece of ruins mainly to stop me using it. It was an ice table so we had a few low hills and some ice sculptures which we treated as impassable terrain. I won the roll for deployment and decided to deploy first and make Duncan go first so I could go second on objectives as I was objective secured and he wasn’t. Due to the mission using both maelstrom and eternal war there were 6 crusade objectives which helped me out. I had a major decision to make with deployment. I could null deploy and rely on 2 drop pods and grey hunters squads coming in turn 1 and then everything else turn 2 which would be 5 other units and the 2 IC’s. The third drop pod and Stormwolf would have to be in reserve anyway. In the end I decided not to as I felt the risk of the Thunderwolves turning up too late could be a major handicap and nothing else could really stand up to his terminators or Dreadknights. With 5 stormshields in the unit the Thunderwolves should be fairly resilient. In the end I deployed the Thunderwolves in the corner with Stormshields to the fore and the bloodclaws slightly further forward just on an objective. Typhoons went on the edge of the short board edge with the scouts infiltrated next to them on another objective. My intention was to deploy so far back that his Dreadknights and strike squad would be out of range and if he dropped in his terminators in my face I could deal with them first. Duncan deployed the strike squad in the ruins and the 2 Dreadknights just in the ruins with one of them on the comms relay to reroll reserves. Grey Knights Turn 1. Warlord and half of the big terminator squad came in automatically; Duncan put both psycannons in this squad. They came in near the wolf scouts. Draigo and his squad came in and dropped near the centre within shooting range of the Thunderwolves, about 18 inches away, which was well within charge range. J Other terminator squad came in near the central objective. Both Dreadknights then used their teleporters to jump forwards to be within shooting range of the Bloodclaws or Thunderwolves. Great, turn 1 he is in my face with almost his entire army. Duncan then started his psychic phase and cast 6 powers without a single peril or dispel including sanctuary on both Dreadknights and hammerhand and force on Drago’s unit. Warlord and psycannon buddies opened up on the scouts, I didn’t realise psycannons were AP 4, 6 wounds were caused, I desperately went to ground but failed all the rolls, 1 unit down for first blood. Shooting on the Typhoons caused then to jink but one of them was still wrecked. 1 Dreadknight opened up on the Bloodclaws, killed off 2; I then failed a morale check and ran 9 inches off the table. Other Dreadknights and Draigo’s unit opened up on the Thunderwolf Stormshield wall. 5 wounds caused, 4 saves at 3+? Nope I rolled and 1, 2 and then double 1. My Thunderhammer battle leader then took a wound despite a 2+ save. Duncan grabbed 3 maelstrom points. Wolves turn 1. What a rubbish turn 1. Two objective secured units down and my Thunderwolves already damaged. Both drop pods came in aiming to land on the objectives in the centre and to land either side of the Terminator squad without a character as I didn’t want Draigo or the Warlord to tank a load of saves. Both drop pods scattered with one of them about a millimetre off an objective I held. The other one scattered 6 inches away from another objectives I held. Thunderwolves moved over to charge the Warlord unit, as there was no way I was charging Draigo’s unit with Hammerhand and Force on them. Typhoon moved slightly to snap fire on them too and to draw fire. Shooting from both hunter units killed 3 terminators, from 4 plasma shots, 3 melta shots and about 30 Boltgun shots, all 3 meltas hit and then I rolled 2 1’s to wound, plasma only hit once out of 4. Duncan then made a load of 2+ armour saves too. Both me and Duncan expected the unit to be killed off. Typhoon failed to hit the warlord unit. Thunderwolves barely made the 4 inch charge through the tree’s to the Warlord unit. True to his form in every other tournament game so far the Thunderhammer battle leader took a wound from a dangerous terrain check. Had I failed the charge I think I would have given up on the game there and then as nothing was going right. Thunderwolf battled leader accepted a challenge from his warlord in the hope of surviving and instant killing him, also I had a 2++ save vs his Ap 3 weapon. No damage was caused on either side due to my armour save and his invul save. His terminators did nothing as I took saves on the remaining Stormshield guy. I only killed 2 as I rolled really badly and Duncan made 2 out of 4 5++ saves. Duncan’s unit was fearless so I prepared to be charged by Draigo and 5 more terminators and possibly a Dreadknight too. I grabbed 1 maelstrom card. Grey Knights turn 2. Strike squad jumped onto the comms relay to grab the adjacent objective. Draigo and buddies moved up to the Thunderwolf combat as did a Dreadknight. 2 man terminator squad moved to assault the melta hunters. Dreadknight moved to shoot the plasma hunters. Psychic phase saw force and Hammerhand go off on both Draigo’s unit and the Warlord unit locked in combat. Both Dreadknights got sanctuary again. Another 6 powers cast without a dispel or a perils. Plasma hunters lost 4 guys and melta chaps lost 2 guys too. Dreadknight killed so many plasma hunters that they were out of range of assault. Terminators charged the melta hunters and I totally missed with overwatch. Draigo’s unit then charged the Thunderwolves. The challenge continued so Draigo couldn’t challenge me. My battle leader was killed off as were my remaining Thunderwolves leaving the Battle leader with axe alive. He killed off 2 terminators but combat was well and truly lot. I then failed morale and ran away. Luckily he couldn’t sweeping advance. Combat against the melta hunters saw 3 killed but I killed a terminator off. I then filed morale again and ran off. Duncan grabbed a few more maelstrom points. Wolves turn 2. I really need reinforcement as I was down to about 10 grey hunters and 2 drop pods away from objectives, plus a warlord running away from combat. Luckily both the bloodclaw drop pod and the Stormwolf came in. Stormwolf lined up to shoot the warlord unit as there was only 3 left including the warlord and with 4 anti-tank guns causing instant death I fancied my chances. Warlord moved up to assault that squad if there was anything left as he couldn’t move far enough away to avoid a charge next turn. Bloodclaws dropped on the objective recently vacated by the strike squad and within bolt pistol range. Melta hunters and plasma hunters moved up to shoot the last 2 terminators that just won combat. Unsurprisingly no damage was caused as Duncan made 3 5++ saves. Stormwolf hit 4 times after being twin linked then wounded 3 times. Duncan again made 2 out of 3 5++ saves so 1 terminator died. At least my warlord would get more attacks for being outnumbered. Bloodclaws did no damage to the strike squad. Meltahunters charged in and killed 2 terminators in return for 2 dead hunters. Hurrah I killed something. Warlord then charged in, with force in place the Ap 3 halberds were instant killing. Not to worry I thought as I had a 2+ save against Ap 3 weapons, 1 wound caused and of course I rolled a 1 to save. With the way my dice had been this game I wasn’t even surprised. Sod the win I just wanted to have models left on the table at the end of two and a half hours. I grabbed a couple of points for killing a unit and grabbing an objective. Grey Knights turn 3. Draigo joined the warlord and terminators with psycannon and advanced on the melta hunters. Other 3 man terminator unit moved to an objective. Dreadknights and strike squad moved to shoot the bloodclaws as Duncan had that objective a couple of times. Lots of shooting saw the bloodclaws killed off but the drop pod survived meaning I still held the objective due to being objective secured. Draigo and warlord and psycannon killed all but 2 melta hunters, the upcoming close combat wasn’t looking very promising for team melta hunters. Other terminators had to run to grab their objective. Draigo charged in and close combat ended with 2 melta hunters reduced to lots of 200 little pieces. More maelstrom points. Wolves turn 3. Due to time this was going to be the last turn. Plasma hunters moved to the nearest objective. Bloodclaws drop pod stayed on another objective. Stormwolf moved over to grab the objective off the terminators, due to being objective secured. Shooting from storm bolters saw one strike squad chappie killed and then the Stormwolf fired 4 anti-tank weapons and killed a single terminator. Sigh. However this turn I did grab another maelstrom card and linebreaker, due to holding 3 objectives to none I then gained another 9 victory points. Hang on a minute, I might not have lost this… Game up due to time Victory points Secondaries Grey Knights 2, slay warlord, first blood Wolves 1, linebreaker Objectives Grey Knights 0 Wolves 9 Maelstrom Grey Knights 14 Wolves 5 16 15 win to Grey knights. Also 8 to 1 on kill points (which was probably more accurate of how the game was) Post game thoughts. Firstly an apology to Duncan. I was getting proper pee’d off at my dice rolls and some of Duncan’s invulnerable saves and got a bit grumpy and swore at the dice a few times. Duncan was very relaxed and chilled out throughout and also suggested I didn’t go to ground on one occasion to allow me to fire overwatch which was very sporting. My overall game plan of trying to win on the Crusade objectives by going 2nd was sound and worked really well but by turn 3 I was so far behind on maelstrom and had lost so many units I couldn’t catch up. I could moan a lot about my bad luck on saves and drop pod scatters but what lost me the game was my deployment. I should not have deployed the Typhoons or the bloodclaws or the scouts I had deliberately put objectives near the board edges to spread out his units and to allow me to come on from reserve to grab objectives. Instead I just gave Duncan easy units to kill. The Thunderwolves should have been hard against my short table edge so they were out of range of anything that didn’t deep strike in close and would have allowed me to counter charge. That would hopefully have avoided first blood and allowed my more mobile unit to grab objectives later on in the game. Despite only killing 1 unit I did kill off 12 of his fifteen terminators and only some super good invul saves saved his warlord on a couple of occasions. Link to comment https://bolterandchainsword.com/topic/312462-tides-of-war-summer-tournament-3-game-tournament-report/ Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted August 17, 2015 Share Posted August 17, 2015 Nice battle report, shame it didn't go better for you, Otho. When I read about the GK's abilities I too get cheesed off. Makes me glad that no one in my very small play group plays them!! HAHA End of Line Link to comment https://bolterandchainsword.com/topic/312462-tides-of-war-summer-tournament-3-game-tournament-report/#findComment-4148992 Share on other sites More sharing options...
Chaplain Otho Posted August 18, 2015 Author Share Posted August 18, 2015 To be honest grey knights aren't that bad these days, it's only the deadkngihts that I really fear. Grey knights are a lot better these days than they were during 5th edition when they were stupidly overpowered. It just felt like ones of thsoe games were the dice decided who they wanted to win turn 1 and that wasn't me. Link to comment https://bolterandchainsword.com/topic/312462-tides-of-war-summer-tournament-3-game-tournament-report/#findComment-4150291 Share on other sites More sharing options...
Chaplain Otho Posted August 21, 2015 Author Share Posted August 21, 2015 Game 2. Opponent Smurf Army Imperial Guard Deployment Short table edge Missions Big Guns never tire and Tactical Escalation. Deploy first go first Smurf Night fighting Yes Smurf’s army list Command squad with master of ordnance, chimera, camo Pask in Punisher, punisher squadron mate, camo 2 squads of veterans, with camo, sniper rifles and heavy bolters, 3 hellhounds in a squadron, camo 2 Leman russes with twinlinked autocannons, camo Aegis defence line 5 reasons why Smurfs will win. 1. Pask and Punishers can put out enough rending shots to make my units take a lot of saves. 2. With night fight, camo and defence line his troops were getting a 2+ cover save 3. Outside of combat I only really had the melta hunters and Stormwolf to deal with his vehicles 4. Master of ordnance could kill off big chunks of grey hunters 5. If I wasn’t careful I could just charge up and get shot like fish in a barrel. Five reasons why wolves will win. 1. I’m going 2nd in an objective mission 2. I have much more mobility 3. If I get to combat relatively intact this will be over quickly 4. Low ap on a lot of his weapons meaning I will get lots of saves 5. I had a lot more objective secured units. 8 vs 2. Deployment. Smurf deployed his infantry in the bunker central in his deployment zone with the aegis line in front. Chimera to the right of the bunker with the autocannon russes on its right and Pask and Punisher buddy hard up to the edge of his deployment zone on the far right. Hellhound squad on the edge of his deployment zone on the far left. I deployed my thunderwolves directly opposite Pask with characters in front, he would have to move forward to shoot which would put him within charge range and there was a big rocky formation to give a cover save. 1 squad of bloodclaws went in the rocks too as it was near an objective. Other bloodclaws deployed in some ruins on my right ready to move up towards objectives. Typhoons went behind the ruins. Scouts would outflank all drop pods and Stormwolf in reserve. My warlord trait was something useless that didn’t come up. I didn’t attempt to seize. Guard turn 1. Pask and buddies moved back slightly. Autocannon russes moved to draw line of sight to the Thunderwolves. Hellhound squadron moved up. Rest of his army stayed still to shoot. Shooting killed off 2 bloodclaws and put 2 wounds on the Thunderhammer battle leader and another Thunderwolf with storm shield. Fortunately most of his army was too far away to do much damage and my cover saves were good. Bloodclaws passed morale, even if they had failed they were too far on the board to run off anyway. (See I learnt from last game) No maelstrom points achieved. Wolves turn 1. Both drop pods came to earth. Plasma hunters came in amongst the infantry and near objective 2. Melta hunters came in behind Pask and the autocannon tank squadrons. Well they tried to but scattered 12 inches straight backwards and off the board. Luckily the deep strike mishap meant they went into ongoing reserves. Hmmn, that still meant that the tanks would have another free round of shooting. Bloodclaws that got shot up moved out of line of sight and Thunderwolves retreated slightly to draw his tanks forward and because I couldn’t reach any of the objectives I had drawn. Typhoons moved up to shoot the command chimera as the hellhounds were too far away to do any damage and the chimera was the softer target. Plasma hunters shot the nearest infantry squad and killed off five and the remainder failed morale and ran 5 inches backwards taking them out of the fight for a turn. For some reason I totally forgot to shoot the Typhoons. No maelstrom points achieved. Guard turn 2. Hellhounds moved to shoot at the plasma hunters as did the command squad veteran squad and autocannon russes. Veteran squad continued to run and almost reached the table edge. Pask and buddy continued to fire on the Thunderwolves. A Thunderwolf died. 5 plasma hunters died after I made some really good armour saves after some poor hit and wound rolls. No maelstrom points achieved and no first blood yet. Wolves turn 2. Melta drop pod came in behind both Leman Russ tank squadrons, Stormwolf came in from reserve and flew straight towards Pask. Wolf scouts came on and arrived behind the autocannon russes. Last drop pod failed to come in. Thunderwolves moved round the back behind the big rocks. Typhoons jumped onto objective 1 in the centre of the board. Plasma hunters moved up towards objective marker 2. Stormwolf blew up Pask and then put a hull point on his mate. Melta hunters blew up 1 Leman russ which then caught 3 scouts in the explosion and killed them, another 2 hp were caused on the other russ. Scouts did nothing. Plasma hunters moved then ran to objective 2. Typhoons fired on the chimera and shook and shaken it. Bloodclaws stayed in cover whilst advancing slightly. Despite exploding two tanks and doing another 5 hull points I still hadn’t achieved first blood. However I had done a lot of damage. I managed to grab a couple of maelstrom points. Guard turn 3. Hellhounds moved up to target the Typhoons. Autocannon russ turned to shoot the scouts. Pask’s buddy was snapfiring anyway so targeted the Stormwolf. The command squad disembarked and passed the pinning check to fire normally. The veterans rallied and all veterans moved to target the plasma hunters. Autocannon russ killed the remaining scouts for first blood. Hellhounds with their inferno cannons and heavy bolters took out both Typhoons despite me jinking to avoid the bolter shots. Stormwolf jinked and avoided being hit. Veterans killed off three plasma hunters but they held morale. Smurf only grabbed 1 maelstrom point this turn. Wolves turn 3. Thunderwolves had enough of hanging around at the back and moved forwards. Thunderhammer battle leader moved off on his own to go charge a tank later on if required also I wanted to split his fire. Stormwolf turned ninety degrees right to target the Hellhounds. Bloodclaws drop pod arrived and landed on objective marker 3. Melta hunters advanced on the autocannon russ to grab the victory points for killing off the heavy support choice. Thunderwolves were too far off to charge so ran forwards. Plasma hunters fired on the command squad but only killed a couple, melta hunters killed off the autocannon russ with melta guns. Stormwolf took a hull point off the nearest hellhound and shook it so it’s inferno cannon couldn’t fire next turn. This turn I grabbed a few maelstrom points for holding several objectives and a point for killing off a heavy support unit. Guard turn 4. Hellhounds moved up to flame and heavy bolter the Thunderwolves. Pask’s buddy moved to shoot the plasma hunters as did his remaining infantry. Master of ordnance fired on the bloodclaws and the ordnance barrage missed the bloodclaws. Thunderwovles took a couple of wounds mainly due to the warlord being at the front with a 2+ save. Plasma hunters incredibly managed to survive the shooting with 2 guys left who didn’t run away. This was really unlucky as they should have died a couple of times over. Not many points scored. Wolves turn 4. I took stock this turn. I was holding 4 objectives at the moment and was doing well on maelstrom too. The main threat to me at the moment were the tanks as his infantry seemed quite happy hunkered down in the bunker. Thunderwolves advanced on the Hellhounds and the Stormwolf turned to hover mode to fire on the chimera. Thunder hammer battle leader ran towards the centre to present himself as a target. Melta hunters advanced on the remaining russ planning to melta gun it then charge with krak grenades if necessary. Bloodclaws and plasma hunters stayed on their objectives. Stromwolf took the last hp off the chimera and blew it up. Melta hunters took a hp off the russ they then charged in and stuck krak grenades all over its rear and wrecked it. Plasma hunters did nothing in the shooting phase. Thunderwolves ripped apart 2 hellhounds and did 1 glancing hp to the final one. Problem was it could still move off and grab objectives or toast bloodclaws. Rather successful turn for me. Guard turn 5. Hellhound moved away from the Thunderwovles and then flamed the nearest bloodclaws and killed 1. Veteran squad and command squad finished off the plasma hunters and grabbed the objective. Other veteran squad killed off the Thunderhammer battle leader. Wolves turn 5. Stormwolf turned 180 degrees to go sort out the hellhound. Warlord moved over to hit it again if needed. Thunderwolves moved up onto objective marker 5 which I had a couple of times. Bloodclaws consolidated on their objectives. Melta hunters advanced on the infantry but due to having to single file indian style between the wrecked chimera and the bunker only 3 of them could shoot, I should have run. Hellhound took another hp then warlord ran in and exploded it but as he was the only one caught in the explosion no damage was done. We rolled to see if the game continued and it did. I grabbed I think 4 maelstrom points. Guard turn 6. Guard firepower was down to one veteran squad, half of another veteran squad and the remaining command squad. They split fire between the melta hunters killing 2 and the Thunderwolves also killing 2. Morale checks were passed on both sides. Veteran squad stuck on objective 2 behind the aegis defence line. Wolves turn 6. Melta hunters fired on the infantry squad on the objective and killed them off. Stormwolf fired on the command squad and killed off the heavy bolter only. Thunderwolves stuck around in the open on an objective. I was now holding 5 objectives to nil. We rolled to see if the game continued and… Guard turn 7. Firepower went into the melta hunters and killed 2 more but I passed morale. Veteran squad finished off the remaining Thunderwolves with some rending sniper shots on the powerfist guys. Wolves turn 7. Stormwolf fired on the command squad and killed them off. Melta hunters and 3 drop pods fired into the veteran squad and killed enough to force a morale check. They failed and ran 9 inches off the table edge. Tabled! Resutls Win to the Wolves. I got line breaker, slay the warlord and 5 objectives to nil. Smurf got slay the warlord and tabled. We didn’t count up maelstrom cards as from turn 4 onwards it didn’t really make a difference. Kill points was Wolves 7 Guard 5. Post game thoughts. The TO told me afterwards that I was stone dead last going into this round, compared to the last one of these events I went to I was first after round 1, it’s a fickle game. Apart from the melta hunters scattering turn 1 which could have been a disaster this went very well. I should have been more aggressive with the Thunderwolves early on and then retreated then later on out of shooting range. Forgetting to shoot my Typhoons turn 1 was also pretty stupid, so I was told frequently and repeatedly by other players. The main difference was that Smurf didn’t go after the objectives and the short range shooting on many of his tanks meant that getting close would have allowed me to get an early charge in with the Thunderwolves. Although this did mean that it wasn’t a very fun game as the writing was on the wall from turn 4 when I dealt with his tanks and then smothered the objectives. Link to comment https://bolterandchainsword.com/topic/312462-tides-of-war-summer-tournament-3-game-tournament-report/#findComment-4152742 Share on other sites More sharing options...
Chaplain Otho Posted August 23, 2015 Author Share Posted August 23, 2015 Game 3. Opponent Simon Army Necrons Mission The Scouring and Deadlock Deployment Long Table edge Deploy first go first Wolves deploy first Necrons go first Night fighting Yes Simon’s list Necron Lord Obiren 2 x 6 Lychguard each with a cryptek 10 warriors in ghost ark 5 immortals 5 immortals in flying croissant flyer thing whose name I can’t remember 3 destroyers Tomb Spyder 3 wraiths 6 scarab bases all in the canoptek harvest formation 5 reasons why Simon will win 1. Necron resiliency means his units will be tough to kill 2. Lychguard and characters have a reputation for being nasty in close combat and tough as hell to kill 3. And he had 2 units of them eeek 4. I hadn’t played the new Necron codex at all so wasn’t really sure what stuff did. 5. The deadlock mission meant that landing my drop pods on objectives could just be giving Simon maelstrom points 5 reasons why Wolves will win. 1. My fast attack units are more resilient than Simon’s. 2. I had a few units, drop pods, and bloodclaws that could be left to babysit objectives without diminishing my firepower. 3. I had some high strength shooting and close combat attacks that would reduce his armour saves and reanimation protocols 4. I had more mobility 5. Again I was going second in an objective mission. Deployment I deployed my Thunderwolves with both characters as far forward as possible in the centre of my deployment zone. Stormwolf bloodclaws went on my right near to objective 5 ready to jump on it if Simon or I drew that card. Typhoons went on my far right as there was more cover. Everything else in reserve with scouts outflanking again. Simon deployed the canoptek harvest in the centre of his deployment zone and quite far forwards. Destroyers to their left and a squad of immortals on his far right behind cover. Ghost arc and warriors to outflank. Both Lychguard units were joined by a character and would deep strike, flyer with other immortals would be in reserve too. Before starting turn 1 we flipped over the objective marks. Simon had a 1 point by his immortals and the 4 point on his left just outside his deployment zone. I had the two 3 point objectives on the edge of my deployment zone. 1 two point objective was in the centre of the board and the other was way off on my left on the centre line. This slightly favoured me but was a lot more even split than the last time I played this mission. Necrons turn 1. Simon drew 2 objective 5 cards which happened to be the one by my deployment zone so I could easily grab them. (Deadlock allows you to score your opponents ‘hold objective x’ cards). This was quite a short turn. Immortals moved to the objective in the corner. Destroyers moved slightly left to target the Typhoon, Spyder generated a scarab based and moved straightforwards with the Wraiths and scarabs. Shooting was targeted at the Typhoons and caused them to jink but one of them was immobilised. Wolves turn 1. Melta hunters dropped in near the canoptek harvest formation but scattered a few inches away plasma hunters tried the same and scattered a few inches but stayed within rapid fire range. Thunderwolves moved straightforwards. Bloodclaws jumped on objective 5. Typhoons stayed in a squadron and prepared to return fire. Due to snap firing Typhoons failed to hit the Destroyers. I would have split them up but I decided that splitting up my fast attack choice into easier kills would be a bad idea. Plasma hunters took two wounds of the spyder. Melta hunters then finished it off for first blood. Thunderwolves then multicharged the wraiths and scarab bases. Wraiths were wiped out for a fast attack point. Scarabs lost 2 bases but stayed locked in combat. I then grabbed a couple of maelstrom points for objectives and for killing a unit. Necrons turn 2. Lychguard with Obiren arrived and deep struck by the 4 point objective which Simon had just drawn as a maelstrom card. Flyer, Ghost arc and other Lychguard failed to arrive. Destroyers continued to fire on the Typhoons. Immortals fired on the melta hunters but did no damage. Combat between scarabs and Thunderwolves reached its inevitable conclusion and the scarabs were wiped out for another fast attack point and I consolidated towards the Destroyers. Simon picked up a couple of maelstrom points. Wolves turn 2. With the Necron reinforcements failing to turn up I had the chance to do a lot of damage here. Bloodclaws drop pod and Stormwolf arrived. Bloodclaws drop pod deep struck onto the centre objective and then the Bloodclaws moved and ran towards another objective marker. Warlord moved to assault the Destroyers. Remaining Thunderwolves advanced on the Lychguard as did the Typhoons and the Stormwolf. Both hunter units moved towards the 5 man immortal unit in the corner as there was nothing else in range to shoot at and I decided they would be an easy target. This proved to be heresy when they survived all the shooting unharmed. In contrast the Lychguard took 3 casualties from the Stormwolf and Typhoons. Thunderwolves charged in with Thunderhammer battle leader accepting a challenge from Obiren and surviving. I took a wound on him and a wound on another guy but wiped out the unit, Cryptek and Obiren in return. I consolidated back into cover as Simon still had quite a bit of shooting in reserve. Warlord then killed a Destroyer for no loss. I grabbed more maelstrom points for killing off units. I was also doing a good job of killing off units. Necron turn 3 Simon’s Ghost arc with warriors came on but his remaining forces failed to come in which was a blow as his lychguad and hq were close combat orientated. His ghost arc came in the side by an objective at the opposite end of the battlefield from my Thunderwolves and Stormwolf which I felt was the tactically smart decision. Simon had choice of which side to bring them on and I felt that bringing them in by the Thunderwolves and Stormwolf would have led to it’s early demise. Immortals fired on the melta hunters but did very little damage. Warlord and Destroyer close combat continued with no damage caused. Wolves turn 3. Scouts failed to come in. Thunderwolves moved back more centrally ready to grab an objective or react to the Lychguard’s arrival. Melta hunters advanced on the immortals whilst the plasma hunters found themselves at extreme range so moved more centrally. Drop pod Bloodclaws moved towards objective marker 3 and the newly arrived Necron Ghost arc. Stormwolf and mobile Typhoon both advanced on the Ghost arc. Stormwolf blew the Ghost arc apart but all the warriors survived and weren’t pinned. Melta hunters killed off an immortal. Bloodclaws ran and reached the objective. I was now holding 4 objectives to 2. Warlord finally managed to kill off the Destroyers and consolidated towards his Thunderwolf bodyguard. Necron turn 4. Lychguard deepstruck in my deployment zone by objective marker 3 and by both Typhoons and the 5 man bloodclaws. Flying croissant came in nearby ready to fire on the Thunderwolves. Warriors moved to fire on the other bloodclaws. Immortals fired on the melta hunters. Immortals killed 1 and the warriors killed 2 but morale was passed. 1 Thunderwolf died. Cryptek fired on the immobile Typhoon but failed to do any damage. Wolves turn 4. Scouts turned up behind the immortals and the melta hunters were now close enough to rapid fire. Both Typhoons moved to fire on the Lychguard. Stormwolf flew off to target the Flying Croissant next turn. Bloodclaws advanced on the Lychguard too thinking that he would have to charge me to get to the objective then he would need at least a 5 on the consolidation moved to get to the objective. If I stayed still he would be able to charge me then just sit on the objective I knew there was time for a least one more turn anyway. Thunderwolves jumped on the 4 point objective. Melta hunters and scouts did no damage to the immortals again. Plasma hunters continued to move towards the warriors and then I forgot to run them. Typhoons killed 2 Lychguard. I grabbed a couple of objective points but I was starting to get really frustrated as I wasn’t close enough to do much damage and what shooting I did have was proving totally ineffective. Necron turn 5. Flying croissant moved over to disembark the immortals near an objective and to shoot the bloodclaws. Other immortals turned to face the scouts. Lychguard advanced to assault the bloodclaws. Scouts were wiped out due to ap 4 weapons. 4 bloodclaws were shot dead then I failed morale but only ran a short distance so would be able to advance on the objective again next turn. Lychguard wiped out the bloodclaws but failed to make it to the objective. Wolves turn 5. Typhoon jumped on the objective in front of the Lychguard. Bloodclaw ran back to reclaim the objective. Stormwolf came on and fired at the immortals that just brutalised my Bloodclaws. I killed 3 and then the plasma hunters failed to finish the job. I could have fired on the Flying croissant but I decided the immortals were the softer target. Melta hunters fired then assaulted the most resilient immortals in the galaxy but did no damage at all and took none in return. Thunderwolves considered charging the lychguard but I decided that it was more important to hold the objective. Time up game over Results First blood Wolves Linebreaker both Slay the warlord nobody Scouring points Wolves 12 Necrons 3 Maelstrom points as we had to hurry up and clear up we didn’t count and I was well in the lead so it wouldn’t affect the result. Post game thoughts. Bit of a game of 2 halves really. First couple of turns went really well for me; I was dealing a lot of early damage and grabbing some good maelstrom cards. The latter few turns though I just really struggled to kill anything with the immortals being a case in points. Good news was that Simon didn’t have much left to dish out damage and wasn’t killing much of me either. I think Simon advanced his canoptek harvest too far too soon and I think he had too much in reserve but he was also unlucky that they didn’t turn up until turn 4. It really meant that I could take his army on piecemeal. I think I went for his Immortals in the corner too much and would have been better keeping my units more central to react to other threats. It was only the 1 point objective anyway and I should have just let Simon have it. Final results. I came 5th out of 12 and with two wins out of 3, one of which was a tabling I was pleased with the results. White scars won the event with Sentinels of Terra also going unbeaten and taking 2nd, Duncan, my first round opponent came 3. I was pleased with the changes to my army list and apart from my deployment in game 1 I didn’t make any major errors. The scouts were disappointing so I will have to consider giving them a special weapon for vehicle hunting. Link to comment https://bolterandchainsword.com/topic/312462-tides-of-war-summer-tournament-3-game-tournament-report/#findComment-4153830 Share on other sites More sharing options...
Konnavaer Posted August 23, 2015 Share Posted August 23, 2015 Nice reports brother and congratulations on your placing, thank you for taking the time to write these up, they are very entertaining and useful to read Link to comment https://bolterandchainsword.com/topic/312462-tides-of-war-summer-tournament-3-game-tournament-report/#findComment-4153856 Share on other sites More sharing options...
Chaplain Otho Posted September 2, 2015 Author Share Posted September 2, 2015 Thanks Konnaver, knowing that people read these and find them interesting makes it worthwhile putting the effort in. Link to comment https://bolterandchainsword.com/topic/312462-tides-of-war-summer-tournament-3-game-tournament-report/#findComment-4162084 Share on other sites More sharing options...
TiguriusX Posted September 2, 2015 Share Posted September 2, 2015 I love reading batreps. Please continue. I have very little free time and i get my space wolf fix by living vicariously through the rest of you Link to comment https://bolterandchainsword.com/topic/312462-tides-of-war-summer-tournament-3-game-tournament-report/#findComment-4162088 Share on other sites More sharing options...
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