Chaplain Otho Posted November 1, 2015 Share Posted November 1, 2015 Last weekend I attended Bristol Vanguard’s campaign weekend Spoils of War, the Assault on Terribulus Maximus. 5 games at varying points levels. I went with my space wolves trying a null deployment list. At 2,000 big stuff was allowed so I took my Warhound Titan, because I could J Each game had some special effects and each game contributed to the overall story. The point of the games wasn’t clear at start but more would be revealed. There were 4 teams based on faction; I was in team space wolf of 3 40k space wolf armies, 1 30k space wolf army and a guard player. There was another imperium faction and two evil xenos factions booo. Boards were set up as 5 planets, an ice planet, jungle planet, desert planet, ruined city planet and chaos wastes planet. Games were decided by two teams selecting empty boards and then the other teams deciding who they wanted to play so you either got your choice of table or your choice of opponent/army. Each game the team with the highest score of results on each planet won that planet and got to choose a mysterious artefact. Although the overall standings would depend on which team did best results as an average. Got all that? Good Onto the games. Game 1. 1,000 points Opponent Moz Army Eldar Deployment Dawn of War Deploy first go first Eldar, Mission 6 objectives each of which were worth either 2 points then removed or 1 point per turn. However each 1 point per turn objectives had random effects so could kill off models holding that objective. Getting to the objectives would be easy, controlling them could be lethal. Each objective was scored at the start of the turn but dangerous stuff happened in the shooting phase. Secondary objectives slay the warlord, linebreaker, lightning strike (basically kill a unit in your first player turn so first blood achievable for both players) scout leader, whoever’s warlord moved furthest from their starting point got 3 points. Moz’s list, Warlock, (Warlord) 5 D scythes in wave serpent 6 fire dragons 3 x 3 guardian jetbikes with 1 scatter laser in each unit 8 striking scorpions. My list. Ulrik the Slayer (Warlord) joins wolf guard Brimir’s wolf guard, 6 wolf guard with combi plasma, drop pod, Arjac Rockfist, (Grimnir’s Champion) also joins wolf guard. Sven’s Hunters; 10 grey hunters, including 2 melta guns, melta, drop pod. Bjorn’s Hunters; 6 grey hunters, including 1 melta gun, wolf guard pack leader with combi melta, drop pod, Gunnar’s Claws; 5 bloodclaws, bolt pistol and close combat weapons, drop pod Kjel’s Claws, 5 bloodclaws, bolt pistol and close combat weapons, drop pod 5 reasons why Eldar will win 1. Moz had psychic powers and I don’t 2. Eldar had much more mobility 3. D scythes on space wolves tumbling out of drop pods would be lethal 4. Moz was going first so could easily jump on the objectives 5. His warp spiders and ability to jink would negate a lot of my firepower 5 reasons why wolves will win. 1. I can null deploy and exploit any gaps in his deployment or movement 2. My units were a lot more resilient to the random objective effects 3. Ulrik’s unit would take out the D scythes no problem if I can pop the wave serpent 4. With only 1 vehicle it was easy to choose where to drop the melta pods 5. Arjac would put the beat down in close combat. Deployment Moz deployed guardian bikes on 2 objectives in his deployment zone the warp spiders on his right, fire dragons and other guardian bikes in the centre and wave serpent with d scythes and warlock on the centre left. I deployed nothing as I was all in drop pods. (good way to save time and speed up the game) Game turn 1. Eldar Eldar units hopped, skipped, jumped, somersaulted or glided onto every objective on the board. He rolled for the objectives he had uncovered. 2 of them were score 2 points and remove the objective from the table. Another one was score a point then the objective scatters 3 D6. His jetbikes then chased after it. One jetbike unit discovered the objective that did D6 str 6 Ap 2 hits ignore cover, I rolled a 1 for the number of hits followed by 1 to wound. A good start. Moz ended with five points. Space Wolves I brought in both melta hunters squads around the wave serpent with the 6 man squad ending in the rear arc. Ulrik and squad came down between the fire dragons and wave serpent. I couldn’t score any objectives until turn 2 so I resolved to start killing Eldar. 6 man melta squad opened up on the wave serpent and... blew it up. Good shooting. I then lost my sergeant with combi melta and another hunter in the explosion. Seeing the D scythes and Warlock in the open Ulrik’s unit opened up with preferred enemy and lots of plasma shots, when the dust settled all the D scythes and his warlord was dead. Even Arjac managed to hit a wraith guard between the eyes with his Thunderhammer. My other hunter squad then took out a guardian jetbike squad on an objective. I scored a point for slay the warlord and a point for lightning strike more importantly I had killed a lot of xenos, Russ would be proud. Eldar turn 2. Due to the mission and depleted forces the Eldar just stayed on the objectives they were on except the fire dragons who advanced on Ulrik’s squad and nastily melta’d 4 innocent wolf guard to death. His jetbikes fired a few shots but did no damage and the warp spiders were too far away to do any damage either. Still grabbed 3 points though. Wolves turn 2. 1 blood claw drop pod arrived and went after the jetbikes chasing the objective in the far corner as I had no other way of getting there and I knew my 5 claws wouldn’t last long against the warp spiders. Wolf guard split off from Ulrik and Arjac and advanced on the fire dragons. Plan was to rapid fire the bolters and then charge with the characters. Other hunters moved to fire on the 3 jetbikes on the nearest objectives with one hunter squad claiming an objective. All 3 jetbikes were killed and then 2 fire dragons were shot dead before Ulrik charged and killed 1 then Arjac killed the Exarch in a challenge and the other 2. I then consolidated to an objective. No points scored but another 2 units killed and I was sitting on an objective to start scoring next turn. Eldar turn 3. Again the Eldar just stayed on objectives but killed off 1 of the nearest blood claws. 2 more points scored. Wolves turn 3. My remaining drop pod came in close enough to contest the warp spider objective. Wolf guard and characters both made it far enough through difficult terrain to grab a third objective. Both blood claw units combined firepower on the jetbikes with the drop pod storm bolters and killed 1, they then failed morale and fell back 7 inches. However the objectives then scattered right onto my blood claw unit so they could claim it next turn. I scored 1 point for an objective. Quick recap Eldar were on 10 points I was on 3 but the Eldar were down to 2 fleeing jetbikes and 8 warp spiders. I had lost 4 wolf guard, 2 hunters and a blood claw. Eldar turn 4. Jetbikes continued to flee and went another 8 inches meaning they would certainly flee the board next turn unless they rallied. Warp spiders couldn’t claim the objective due to the drop pod and so shot and charged the blood claws instead. 4 of them died with the final one fleeing from combat. No points scored. Wolves turn 4. My forces advanced towards the warp spiders but to be honest I would struggle to slog it across far enough to do any real damage. My blood claw rallied and move to stand beside his drop pod. Other blood claws resisted their primal instinct to charge the jetbikes and instead fired disciplined volleys of bolt pistol shots into the snow, sky, rocks, basically everything but their intended targets of jetbikes. Drop pod then downed a warp spider. This turn I grabbed 4 objective points. Eldar turn 5. Warp spiders shot the drop pod causing two hull points then multi-charged it and blood claws failing to damage the drop pod and killing the blood claw. They consolidated in such a way so that one model could grab linebreaker. Jetbikes failed to rally and fell back off the table. No points scored. Wolves turn 5. Again I continued to move units to try and bring the warp spiders within bolter range to no avail. Instead I just grabbed 3 points whilst keeping the blood claws within linebreaker range. 3 points scored but the game continued. Eldar turn 6. Warp spiders held their objective but then had to run away from the objective to grab linebreaker. 1 point scored. Wolves turn 6 As we were running short of time I just left my units on objectives and rolled the dice to see if the game ended which it didn’t. 3 more points though. Eldar turn 7. As the warp spiders were off the objective they couldn’t score it so just hid for linebreaker. The objective that scattered each turn scattered 10 inches away from my bloodclaws meaning I couldn’t score it next turn. Wolves turn 7. I just stayed on the two objectives I had held for most of the game. 2 more points. We then remembered about the scout leader objective which Ulrik claimed. We both got linebreaker. End result Eldar Linebrekaer + 11 objective points Wolves Slay the Warlord, Linebreaker, Lightning strike, Scout leader, 13 objective points, Eldar 12 Wolves 17. Post game thoughts. I think Moz was unlucky on three counts, 1 the game going to turn 7 had it ended turn 5 it would have been a draw, the jetbikes failing morale and running off and the fact that he played to the mission and got a big advantage turn 1 and then tried to hang on. However this did mean that his units were spread out and he had to play very reactionary. My alpha strike was brutally effective and had the wave serpent survived the D scythes would have reaped havoc. The mission was good fun and an interesting challenge. I should also point out that some dumbass at this event forgot their dice, tape measure, templates, objective markers, scatter dice and tactical objective cards, (ok that dumbass was me) Moz very kindly lent me dice and a spare tape measure for the rest of the day. With my win and another space wolf win we claimed the ice world planet but with losses in other games our team was third out of four. Link to comment https://bolterandchainsword.com/topic/315548-spoils-of-war-batreps/ Share on other sites More sharing options...
Konnavaer Posted November 1, 2015 Share Posted November 1, 2015 Great report as always brother, well done on your win and brutal execution of the xenos, looking forward to hearing about the rest of your battles Link to comment https://bolterandchainsword.com/topic/315548-spoils-of-war-batreps/#findComment-4213157 Share on other sites More sharing options...
Chaplain Otho Posted November 4, 2015 Author Share Posted November 4, 2015 Game 2. Game size 1500 points Opponent Richard. Army Tyranids Mission Kill points Deployment Table quarters. Secondary objectives Slay the Warlord, Linebreaker, Lightning strike. Deploy first Wolves Go first Tyranids. Tyranid list Flyrant 2 x twin linked devourers with brainleech worms. (Warlord) Flyrant 2 x twin linked devourers with brainleech worms Venomthrope Malanthrope 3 x Zoanthrope 3 warriors Tervigon 30 Termagants 25 Hormagaunts Exocrine Wolves list Ulrik the Slayer (Warlord) Brimir’s wolf guard, 6 wolf guard with combi plasma, drop pod, Arjac Rockfist, (Grimnir’s Champion) Brother Mikkael, The Murderfang, drop pod, Sven’s Hunters; 10 grey hunters, including 2 melta guns, melta, drop pod. Bjorn’s Hunters; 10 grey hunters, including 2 melta gun, wolf guard pack leader with combi melta, drop pod, Gunnar’s Claws; 7 bloodclaws, 1 flamer bolt pistol and close combat weapons, drop pod, Kjel’s Claws, 7 bloodclaws, 1 flamer bolt pistol and close combat weapons, Stormwolf with twin linked lascannon, twin linked helfrost cannon, 2 x twin linked multi melta’s. 5 reasons why Tyranids will win. 1. With a Malanthrope and Venomthrope he could give a lot of his units cover bonuses negating my alpha strike 2. He could easily bubble wrap his more important monsters keeping my combi weapons and melta away. 3. My Stormwolf would struggle to deal with 2 Flyrant’s 4. He would be able to charge anything that landed by drop pod. 5. He would dominate the psychic phase, lots of psychic shriek or catalyst and I was in big trouble. 5 reasons why Wolves will win. 1. With mull deployment I negated Richards first turn ability to score any points. 2. If I took out some key units, the Venomthrope, Malanthrope, Tervigon or synapse his army would crumble. 3. Richard’s army was so big I could focus my firepower and units on parts of his army and ignore the rest. 4. I also play Tyranids so knew what I was up against. 5. Ulrik’s warlord trait was monster hunter which combined really well with lots of combi plasma. Deployment. I deployed nothing at all Richard deployed the Tervigon in the centre with the Termagants and Venomthrope. Exocrine and Malanthrope and Hormagaunts on his right. Warriors and Zoanthropes on his left. One Flyrant on each flank. Tyranids Turn 1. Richard moved his units forward and both Flyrant’s went into flying mode and moved towards the centre. Tervigon spawned some Termagants. No psychic powers were cast. Wolves turn 1. Ulrik and his wolf guard pod came in first and attempted to land in the gap between the Tervigon and the back of his deployment zone. Unfortunately I scattered 10 inches straight off the table. Rolling on the mishap table I rolled a 6 so went into ongoing reserves. Had I rolled a 1 and lost four kill points and my warlord turn 1 that would probably have been game over. Murderfang in his drop pod came in in a similar place and landed ready to charge through the Tervigon next turn unless it ran away. He then heavy flamered 6 Termagants Melta hunters came in and fired on the Venomthrope which only had its shrouded bubble for a cover save. A failed cover save from a melta wound resulted in a kill point and a point for lightning strike. Tyranids turn 2. Tyranids forces moved to encircle the wolves. Exocrine fired on Murderfangs drop pod and killed it from 6 Bioplasmic shots. Both Flyrant’s fired on Murderfang and only did 2 hp. Phew but he was now even angrier. Warriors and Termagants fired on the Melta hunters killing 3. Zoanthropes cast warp blast at Murderfang but did no damage. Tervigon spawned some more Termagants. Termagants then charged the Melta Hunters and killed two more in return for 4 lost. I was expecting the warriors to charge in too but he didn’t. I wasn’t worried about losing my unit but they were certainly tied up for the foreseeable future. Richard gained 1 kp. Wolves turn 2. I really needed some reserves to turn up. Wolf guard drop pod and scattered again but this time between Murderfang and the Tervigon so they could shoot it easily but the Murderfang now couldn’t charge so headed towards the Melta hunters/termagants close combat. Other Melta hunters came in and dropped by the warriors as they looked like the easiest kill point. Stormwolf with bloodclaws came in and lined up on the nearest Flyrant as I couldn’t position in a way to draw line of sight to the Warlord. Shooting saw 1 warrior killed and a wound on a second which was a bit disappointing. Stormwolf did 3 wounds on the Flyrant which jinked and avoided all three, jammy beggar. Wolf guard opened up on the Tervigon and 3 preferred enemy plasma shots with monster hunters vaporised it and caused another 6 termagants to die from synaptic backlash. Praise the Emperor. Murderfang was too far away to charge, well he would need a 12, and so I ran five inches instead and regained a hull point. Close combat saw 5 gants killed for the loss of 2 marines. I doubted I would be free by the end of the game and if anything else charged in I was likely to lose my unit. I scored two points for the Tervigon and the remaining spawned Termagants who were killed by synaptic backlash. Tyranids turn 3. Flyrant’s continued to fly round whilst being able to shoot at Murderfang. Exocrine moved up for linebreaker. Hormagaunts and Malanthrope moved to assault the Wolf guard. Zoanthropes and warriors moved to shoot the melta hunters not locked in combat. Shooting saw a couple of melta hunters killed and the Murderfang finally went down. Poor little fella never even reached close combat. Other Flyrant fired on the Stormwolf which jinked and avoided damage. Hormagaunts charged the wolf guard, I killed 3 from overwatch but the remainder made close combat. Richard had cast feel no pain on them this turn so they were all rocking a 5+ FnP as well. Striking at int 5 they killed 3 wolf guard but Ulrik struck down 3 in return and then the wolf guard and Arjac killed another 5. Still they were fearless. Melta hunters in close combat with the Termagants were reduced to 2 survivors due to some poor saving throws. I only killed 2 in return. 1 kill point for Richard due to killing Murderfang. Wolves turn 3. At this point we were told there are 15 minutes left so I tried to race through my turn to give us a turn 4 each. Although with 3 immobile drop pods and two units left in close combat I didn’t have a huge amount to do. My final unit of bloodclaws with flamer arrived right next to the 3 Termagants of the first spawned unit. My Stormwolf stayed flying and tried to shoot the zoanthropes but due to jinking and 3++ saves achieved nothing. Melta hunters fired melta guns and bolt pistols at the warriors leaving 1 on full wounds. I planned to multicharge the warrior and the remaining Termagants. Other bloodclaws flamed 3 Termagants to death for a kill point. Close combat saw Ulrik smash apart a couple of Hormagaunts in return for 2 more dead wolf guard then the remaining guard and Arjac smashed up a few more Hormagaunts winning combat easily but staying locked in due to the fearless rule. Richard wanted to charge in his Malanthrope last turn but there wasn’t physically room to get the model in base to base combat. Melta hunters charged the warriors and Termagants and did a wound on the warrior and killed 3 termagants and took no casualties in return. Time was called. Game Over. Results Tyranids Linebreaker, 2 Kp’s = 3 points Wolves Line breaker, Lightning strike, 4 kill points = 6. Space Wolf Victory Post game thoughts. My immediate thought was what a short game as we totally lost track of time. My second thought was that I was really close to a major victory of more than double victory points. Had I realised there wouldn’t be a turn 4 I would have landed the Stormwolf and charged the Bloodclaws into the Termagant close combat and fired more at the warriors to get both kill points. However I also had a couple of bonuses from Richard of him spawning more gants. Murderfang surviving another turn which meant Richard couldn’t go after my drop pods. I was unlucky to lose my Wolf guard pod due to scatter but then again had I got any other results on the mishap table they would have been unable to contribute to the game or dead. Overall I was pleased with how my army performed and my target priority and wouldn’t have changed much about the way I played. I always find games that finish this early a bit dissatisfying due to not reaching a natural conclusion. Team wolf or the A team as we were officially designated managed to hold onto the ice planet due to a victory but we didn’t do much else due to a couple of losses. We remained in third place. Link to comment https://bolterandchainsword.com/topic/315548-spoils-of-war-batreps/#findComment-4216293 Share on other sites More sharing options...
Chaplain Otho Posted November 7, 2015 Author Share Posted November 7, 2015 Game 3. Game size 2,000 points Opponent Josh Army Skitarii + mechanicum Deployment zone Hammer and Anvil Mission Maelstrom Tactical Escalation Deploy first and go first Space Wolves Game size 2000. Secondary mission, linebreaker, slay the warlord, lightning strike, gain 1 extra VP for each HP done to a super heavy vehicle Josh’s list Techpriest Imperial Knight 2 dunecrawlers 3 strider things 2 squads of 3 artillery grav cannons 2 squads of Skitarii one with 3 plasma guns, one with 3 haywire guns 1 squad of photon blasters 1 squad of haywire artillery guns. My list. Ulrik the Slayer (Warlord) Brimir’s wolf guard, 6 wolf guard with combi plasma, drop pod Arjac Rockfist, (Grimnir’s Champion) Sven’s Hunters; 10 grey hunters, including 2 melta guns, drop pod, Bjorn’s Hunters; 9 grey hunters, including 1 melta gun, wolf guard pack leader with combi melta, drop pod Gunnar’s Claws; 5 bloodclaws, 1 flamer bolt pistol and close combat weapons, drop pod Kjel’s Claws, 5 bloodclaws, bolt pistol and close combat weapons, drop pod, Stormwolf with twin linked lascannon, twin linked helfrost cannon, 2 x twin linked multi melta’s Aegir Stormgir aka the Wolfhound, Warhound Titan, Plasma Destructor, Turbo laser 5 reasons why Josh will win. 1. I had no idea what any of his army did. 2. He had lots of haywire and grav cannons which could eliminate me quickly. 3. There were lots of ruins on the table giving a 4+ cover save, combined with his shrouding warlord trait his infantry squad had a 2+ cover save 4. He had lots of special rules to boost his shooting power when needed. 5. He had a lot more mobility than I did. 5 reasons why Wolves will win. 1. I have a Warhound titan. 2 str D shots at 60 inch range and an armour 14 super heavy walker should do some serious damage. (To be fair Josh was the only guy at the event who was willing to face it) 2. I had a very destructive alpha strike 3. Josh’s wasn’t much more familiar with his army than I was 4. I had more objective secured than he did 5. The short board edge deployment meant that my warhound could stay away from his knight for a long time. This was it the big one, my first chance to use the Warhound. Due to the way games were set up I had a bit of struggle finding anyone to face it as there were few other superheavies at the event. There were a few knights, 2 wraith knights, a stormlord (which was on my team anyway) a scythed hierodule and Roboute Guilliman, (forgotten primarch of some unimportant lesser chapter, unlike the might Russ) but nobody wanted to fight a Warhound titan. Eventually Josh who was one of the event organisers volunteered, I did offer to use a different weapon to the STR D laser destroyer but he was happy to play against it. Deployment Josh said that his Techpriest could deep strike within 6 inches of an objective and not scatter and bring his haywire buddies with him. With six objectives on the table this could spell trouble for the Warhound. In the end I deployed the bloodclaws round the two objectives near my deployment zone and then the Warhound centrally but far back. Josh deployed both infantry squads in ruins for a 4+ cover save and then his knight on his far left so if I scattered I could miss the table entirely. Two squads of grav cannons mechanicum things went in ruins one with a character. Finally his striders went on his far right and everything else reserved. Wolves turn 1. Where to strike was the main question? I wasn’t confident I could kill his infantry with their massive cover save and if I failed to kill the knight he would stomp me in close combat or I could scatter the Warhound on my own squads. In the end I decided to ignore the knight and went after his grav cannons character and striders bringing down Ulrik’s squad and both melta hunters squad in a circle around the ruins. Like in both previous games I didn’t think about positioning Ulrik to make the most of his preferred enemy bubble. My maelstrom card for this turn was assassinate a character. My Warhound moved to shoot at the Knight. Shooting from Ulrik’s squad went well killing off a grav cannon unit for lightning strike and then the 1st melta hunter squad killed the character whilst the other melta squad killed a strider. Warhound hit the knight with 2 STR d shots but failed to do any damage bouncing off the invul. Plasma shot then killed 2 grav cannons from another grav cannon squad who then failed morale and ran away. Great turn. Mechanicum turn 1. Knight moved more centrally towards my Warhound as he wanted to use his STR D chain fist. Haywire infantry squad also shuffled forwards through the ruins towards the Warhound too. Striders advanced away from the melta hunters then ran forwards. Grav cannons failed to rally and ran off the table. Infantry squad with plasma carbines opened fire on Ulrik’s wolf guard squad, Josh used the ability to increase BS by 3 and with preferred enemy from his warlord too this would hurt. And it did, Ulrik went down to 1 wound and Arjac went to 1 wound after tanking a load of saves on his storm shield which was now seriously dented and smoking. Knight fired on the nearest melta hunter unit and killed 3 including a melta gunner. Josh gained a point for lightning strike but no maelstrom cards. Wolves turn 2. I drew 2 cards one of which was objective 2 which a blood claws unit was standing on and the other was objective 4 in the centre. A blood claw drop pod came in from reserve and aimed for objective four but scattered 4 inches away and ended up about a quarter of an inch off the objective which made the thing as much use as a poet in a Khorne convention. My melta hunters and both characters moved towards the plasma infantry squad mainly because there was nothing to shoot at in that corner of the battlefield and they also wanted to distract the knight if possible. I made a mistake here and should have joined my characters to a hunter unit. I ran with a lot of units to get closer to the action. The melta hunters drew boltguns and fired on the plasma infantry squad but only killed 1 due to the 2+ cover save. Warhound changed tack and fired on the haywire infantry squad and killed four and the remainder ran away. I grabbed 1 maelstrom point. Mechanicum turn 2. Techpriest and haywire mechanicum artillery and photon blaster artillery all turned up about 18 inches from the Warhound, not good. His Dunecrawlers stayed off the table though. Haywire infantry squad rallied whilst his Knight advance to objective 4 in the table centre. Knight fired on some melta hunters and killed a handful. Plasma squad this time went up to 2 BS and Ulrik and Arjac were wiped from the table giving up slay the warlord. Photons and haywire did a little bit of damage to the Warhound, downing both void shields and 1 HP. Wolves turn 3. Going into this turn we were at 3 points each. Another blood claw drop pod came in but unfortunately scattered 2 inches away from another objective I needed to hold. I can’t remember what cards I had here but didn’t achieve them. Melta hunters continued to advance on the plasma infantry squad which also contained his warlord. Blood claws moved to assault the recently deep struck artillery to tie them up. Warhound fired on the same artillery and killed 2 but did very little damage. Bloodclaws did nothing at all. Meltahunters killed another infantry guy whilst the storm bolters on drop pods killed off two of the haywire infantry squad. Bloodclaws tried to charge the artillery through difficult terrain and failed a six inch charge leaving them looking vulnerable. Mechanicum turn 3. Josh’s Dunecrawlers arrived from his table edge and whilst his knight moved up towards the Warhound. His striders things had advanced round the far right of the battlefield and were now in position to charge the other blood claw unit. Techpriest split from the artillery to use his power axe on the bloodclaws. Other units grabbed 2 objectives for maelstrom points. He also got 3 points for the king slayer card. Shooting from the knight and artillery put 3 HP on the Warhound which had failed to reactivate its void shields. Plasma infantry squad did no damage to the melta hunters due to a 4+ cover save. Techpriest fired a plasma pistol into the bloodclaws killing 1 then charged in and killed 2 more staying locked in combat. Striders charged the other blood claw unit killing 2 but Krak grenades wrecked 1 in return. Wolves turn 4. With Josh grabbing 6 victory points in the last turn I was now seriously behind and I also only the Warhound and two melta hunter units able to do anything. Stormwolf arrived and moved to draw line of sight to the knight but had to hover rather than fly to draw line of sight. 1 melta hunter unit jumped on objective no. 5 which I had twice and the other prepared to charge the plasma squad. I tried to soften them up a bit with storm bolters shots from drop pods but achieved nothing. Stormwolf fired on the knights’ rear armour and did 3 HP of damage, in 1 turn achieving more than the rest of my force combined. Warhound fired on the knight too but scattered off and hit the Stormwolf and artillery instead. 1 haywire grav cannon died and the Stormwolf was exploded. Fantastic the Warhound finally kills something and it’s my own flipping unit. Wherever Russ was at this point he would not be happy. Strider and Blood claw combat continued with 1 HP damage dealt in return for 1 dead blood claw. Melta hunters managed to kill off 3 infantry in return for 1 loss but they passed morale. Mechanicum turn 4. Josh drew cards for Psychological warfare and behind enemy lines. His Techpriest could achieve both by winning his combat. Knight moved to fire on the Warhound doing no damage and then tried to charge but failed. Dunecrawlers moved up to charge into the melta hunter combat Techpriest killed off the remaining bloodclaws whilst the haywire infantry squad killed off the last grey hunter standing on objective 5. Artillery fired on the Warhound and did nothing. Other Blood claw unit in combat with the strider was killed off. Dunecrawlers managed to kill two melta hunters whilst they killed two more infantry to draw combat. Josh grabbed 4 Maelstrom cards putting him way ahead. Wolves turn 5. This would be the last turn. The game was lost for me at this point and I knew that if I didn’t kill that knight my Warhound was going to die. Drop pod storm bolters fired on the haywire infantry squad to take them off their objective but failed to kill them all and they passed their LD check. Warhound scored two hits on the Knight I then rolled a 6 and a 5. The 6 did 11 HP damage and then just for laughs we rolled for the 5 too which did two more HP which Josh failed to save. Kaboom. Explosion did nothing but I claimed a moral victory for killing the knight. Plasma shots from the Warhound then blew apart the remaining artillery that deep struck turn 2. I also grabbed an objective point and the Melta hunters survived combat but my sergeant issued a challenge to try and claim Warlord but failed to even hit him. I had 2 drop pods claiming linebreaker so was confident I could grab that point. Mechanicum turn 5. This would be a short turn as his Techpriest and strider were the only units able to achieve anything. The strider won combat and the Techpriest grabbed linebreaker. Haywire infantry squad shot dead a drop pod. Close combat between melta hunters and infantry squad and dunecrawlers ended in stalemate. Josh grabbed linebreaker and a final point for overwhelming firepower. End results Mechanicum 15 Wolves 9. Minor victory to Mechanicum. Post game thoughts. Bit of a frustrating game to be honest. Drop pods scattering just off objectives. Josh having a couple of D3 objective cards that he then rolled a 6 for. The Warhound being almost useless for 4 turns before finally getting its act together. The Stormwolf being blown up by its own side. Bloodclaws failing to charge. On the other hand it was good to play a new opponent and army and my alpha strike again proved its worth. Having a Warhound though did make me play the game very differently as I couldn’t afford to lose it and didn’t want to advance against his knight. But my lack of manoeuvrability really damaged me in this game. A series of losses amongst the rest of my turn meant that we lost our ice world planet and were now in last place. Link to comment https://bolterandchainsword.com/topic/315548-spoils-of-war-batreps/#findComment-4218455 Share on other sites More sharing options...
Chaplain Otho Posted November 14, 2015 Author Share Posted November 14, 2015 Game 4. Opponent Nik Army Tyranids Game size 1500 Deployment Hammer and Anvil Mission Relics, (relic mission with 3 relics which was a nice twist). Secondary objectives Slay the Warlord, Linebreaker, Lightning strike. My list Ulrik the Slayer (Warlord) Brimir’s wolf guard, 6 wolf guard with combi plasma, drop pod, Arjac Rockfist, (Grimnir’s Champion) Brother Mikkael, The Murderfang, drop pod, Sven’s Hunters; 10 grey hunters, including 2 melta guns, drop pod. Bjorn’s Hunters; 10 grey hunters, including 2 melta gun, wolf guard pack leader with combi melta, drop pod, Gunnar’s Claws; 7 bloodclaws, 1 flamer bolt pistol and close combat weapons, drop pod, Kjel’s Claws, 7 bloodclaws, 1 flamer bolt pistol and close combat weapons, Stormwolf with twin linked lascannon, twin linked helfrost cannon, 2 x twin linked multi melta’s. Nick’s list. Flyrant with 2 x twin linked devourers with brainleech worms 1 hive guard Zoanthrope 1 hive guard 1 hive guard 3 warriors with deathspitters and barbed strangler 10 termagants 10 termagants 10 hormagaunts 3 deep striking ripper swarms 3 deep striking ripper swarms 15 gargoyles Hive Crone Hive Crone Biovore Carnifex with 2 x twin linked devourers with brainleech worms Carnifex with 2 x twin linked devourers with brainleech worms 5 reasons why Nick will win. 1. With three FMC’s Nick could dominate the sky and I’d struggle to shoot them down 2. His monstrous creatures would much through my units in CC 3. Lots of little units meant that I would kill them easily but probably overkill wasting bolt shells 4. I’ve played Nick before and he does know what he is doing with his nids. 5. Nick’s army had a lot of models so could easily swarm the 3 relics meaning I couldn’t get close. 5 reasons why wolves will win. 1. Preferred enemy and plasma shots and monster hunter meant at least one monstrous creature would die easily 2. Murderfang will rip apart any of the Tyranids it could catch in CC 3. My units were more durable than Nick’s so if I could grab the relic I could hold it longer than he could 4. Drop pods meant I could drop right onto the objectives if I wanted to. 5. I play nids too so know what his army does Deployment. I chose to deploy first and deployed nothing. Nick then castled up in his back corner with his Flyrant next to the Zoanthrope and surrounded by the Warriors and Hormagaunts. Carnifexes and Biovore and Hive Guard and Crone’s stayed near the back corner. Termagants and Gargoyles formed a bubble wrap round the edges. Overall smart deployment to negate my alpha strike. I then decided to give Nick first turn to prevent him gaining lightning strike and because I would struggle to do much damage turn 1 then would inevitably get charged. Tyranid Turn 1. Nick pushed out the smaller creatures to expand his board coverage. Both Crone’s and Flyrant flew. Infantry units shuffled forwards. Nick was too far back to grab any relics so ran where he could as there was nothing to shoot at. Again though he made sure I wouldn’t be firing at his monstrous creatures or that I couldn’t get close enough to double tap plasma and he would be getting at least a 3+ cover save. Wolves turn 1. Seeing the foul xenos desecrating the agri world Ulrik ordered an immediate drop pod assault from his orbiting battle barge. Retribution would be swift. Ulrik’s squad of wolf guard and Arjac landed on the centre relic and claimed it with their drop pod covering their left flank. They then opened fire with boltguns on the nearest unit of Hormagaunts and killed 3. The bloodclaw drop pod chose to come in on the right hand relic i.e. the relic furthest from the Tyranids. I didn’t bring in the grey hunters as the bloodclaws had least shooting and the plan was to grab the relic and retreat backwards. Drop pod landed bang on target 8 inches from the board edge. Drop pod scattered 12 inches off the table and then I rolled a 1 for a deep strike mishap resulting in the unit and drop pod being lost and giving up lightning strike to Nick. Whoops, so much for plan A. Murderfang then came in and due to only having a heavy flamer and storm bolter his shooting would be minimal so he came in aiming at the same point as the blood claws, landed on target and grabbed the relic. I knew Nick would probably shoot him anyway and I didn’t think many of the Nids would want to fight him in CC. Carnifexes were about 36 inches away so not a threat at this stage. Not a great start though as Ulrik and squad were facing off against 1500 points of nids almost singlehandedly. Tyranid turn 2. A squad of rippers deep struck into my backfield aiming to surround the wolves and approach the relics from another direction. Gargoyles moved up to grab the relic on my left, Flyrant flew over to shoot Murderfang. Both Crone’s flew forward and spread out slightly awaiting the arrival of the Stormwolf. Everything else advanced deciding that if the wolves weren’t going to come to them they would go to the wolves. Murderfang lost 2 hp from the Flyrant and then everything else shot at Ulrik’s squad with the result that Arjac lost a wound and 3 wolf guard died. Fortunately the guard holding the relic survived. I now had a problem with model positioning as I couldn’t afford to lose Ulrik and Arjac was my close combat guy but they were also the most survivable. Hormagaunts ran to get closer but elected not to charge in singlehandedly. Carnifexes continued to advance down my left flank. Wolves turn 2. I needed reinforcements and I needed them badly. Stormwolf failed, 1st melta hunters failed, 2nd melta hunters with wolf guard pack leader.. In. Phew. I debated whether to send them across to shoot gargoyles but reasoned that there were too many gargoyles to kill off the entire unit meaning Nick could grab the relic next turn and I wanted to avoid the Carnifexes for as long as possible. In the end I dropped them in front of Ulrik and his squad to act as a speedbump. They then turned up the heat by blowing apart a whole Termagant brood. Ulrik and squad moved backwards and fired a few shots at Hormagaunts killing 2. Storm bolters on drop pods fired at gargoyles killing 1. Murderfang scuttled backwards with his relic and covered his rear armour with a large rock. He then regained a hull point. I wasn’t killing much but I was holding 2 relics but Nick now had line breaker and if he could kill Ulrik I would be really struggling. Tyranids turn 3. More rippers deep struck to my backfield running up towards Murderfang. Flyrant continued to follow Murderfang Crone’s moved forwards to cover wherever the Stormwolf came in. Carnifexes and Gargoyles shuffled round to move the Carnifexes to the front. Warriors, Hive Guard and Biovore moved up shoot the hunters. Termagants and Hormagaunts were ready to assault whatever was left. Shooting saw Murderfang wrecked, 2 games now and he hadn’t even had the joy of close combat, he was starting to wonder why he bothered to get up early on a Sunday morning and jump in the army case. He could have been having a lie in instead. Ulrik’s unit saw Ulrik wounded and another 2 wolf guard killed despite some impressive 6+ FnP rolls. 4 grey hunters died but with the amount of firepower thrown their way I was happy to take that. I then hoped to fail morale so they could run away out of charge range but they stuck around. Operation defend Wolf Priest Ulrik was working. Nearest Carnifex considered charging the nearest drop pod but realised it was just out of range so fired and did no damage instead. Nick then elected not to charge into the hunters with his gaunts. Wolves turn 3. Thankfully both my reserve rolls came up this turn with the remaining melta hunters arriving landing near the other melta hunters and close to Murderfang’s relic. They were too far away to claim it this turn due to a slight scatter but could definitely grab it next turn provided they were still alive. Stormwolf came in and started a dog(wolf?)fight with the Flyrant. The Hive Crones were a bigger threat to the Stormwolf but the Flyrant was more dangerous to my ground units and was Warlord so had to die. Melta hunters who were already on the ground spread out into a line to prevent a charge at the units holding the relic. Ulrik and unit kept moving towards the rippers, they fired and killed 2 of the three then planned to assault the final one to get the bonus extra moment from an assault and consolidation. Newly arrived melta hunters put their guns to good effect and killed off the other ripper unit leaving the Tyranids a long way from that relic unless a Crone wanted to land. Stormwolf fired all guns on the Flyrant and caused two wounds despite it jinking. It would be taking a grounded test and if failed would almost certainly take another wound but if it was grounded would be able to assault. In the end the other melta hunter unit decided to try and finish it off and failed to hit with melta but then hit with a bolter which failed to wound. Nick then passed his grounded check which I was more pleased about than he was as he then couldn’t assault me. Ulrik led the charge against the rippers and with 5 str 6 attacks at higher initiative and ap 4 easily won combat and consolidated 4 inches. Assault range was only 4 inches so I didn’t move the relic too far. Apart from the Flyrant surviving it wasn’t a bad turn. Tyranids turn 4. Nids continued to advance with the Hormagaunts ready to charge the melta hunters. One of the Carnifexes moved up to assault them too but the other one was still too far back. Gargoyles consolidated round their relic so I’d need to kill about 10 before they dropped the relic. Both Crone’s turned to fire on the Stormwolf whilst 1 flew over it to vector strike doing only a single hull point due to some unlucky armour penetration rolls, Crone then carried on and flew off the board. Flyrant kept flying but moved to shoot at the melta hunters. Biovore and Hive Guard fired on Arjac’s unit but Arjac’s terminator armour and storm shield stood firm. Biovore scattered off and created 3 spore mines. Stormwolf jinked the Hive Crone missiles but still lost a hull point. Flyrant and Carnifexes and warriors and Zoanthrope killed off 5 grey hunters but again I passed morale. This left the Carnifex out of assault range. Hormagaunts charged in but with overwatch and counter attack I took no casualties and killed them off. I then consolidated backwards. Due to the Flyrants warlord trait it regenerated a wound. Wolves turn 4. Stormwolf kept flying, thinking that I might need it for linebreaker I wanted to keep it alive for as long as possible. Ulrik and Arjac decided to move and hide behind some trees. Melta hunters grabbed the relic. Other melta hunters kept up a steady retreat and fired on the warriors killing one. Jinking Stormwolf did 2 wounds on the Flyrant but it again passed its grounding test. Bloody regeneration, bloody 3+ roll. Overall a fairly dull turn. Tyranids turn 5. Crone again went after the Stormwolf but couldn’t vector strike due to positioning. Other one returned to the battlefield and was just in range to launch more missiles. I jinked and somehow survived. Flyrant flew into my deployment zone ready to shoot Ulrik and chums but didn’t do any damage mainly due to jinking. Spore mines drifted closer. The rest of the Tyranid shooting was ineffective. Biovore and Hive Guard had targeted the grey hunters with the relic but only killed 3 and even if they had failed morale and run they or the other unit could still grab the relic in my turn. Wolves turn 5. Stormwolf landed to disembark the bloodclaws as I planned to transfer the relic to them next turn as they were a bigger unit than the remaining wolf guard. I also realised that even if I flew at top speed I still wouldn’t be able to grab linebreaker as I would be flying. The bloodclaws used their flamer to kill off the spore mines. Everything else fired on the Flyrant, I had a few hits even a couple of wounds including one from a helfrost but the jink saves were golden and the bloody thing kept flying. One more wound and it would have died for Warlord. Time was called before we could start turn 6. End results Tyranids, Lightning strike, 1 relic = 3 points Wolves, 2 relic’s = 4 points Win to the Wolves. Post game thoughts. This was my favourite game of the event. Partly because Nick was a really sound guy but also because the game was so tense and fun, it was one of those games that we weren’t sure who had won until we totted up the points at the end. Several dice rolls really made it more exciting with the Flyrant surviving its own body weight in weaponry and the bloodclaws scattering off the table turn 1. The whole game was very cinematic too with the plucky space wolves dropping in grabbing the relics and fighting their way clear. Nick said that my drop pods turning up so late kept him on the back foot as he wasn’t sure where I would attack and he kept the Carnifexes to bodyguard the gargoyles. I think the rippers were used well and just lacked a bit of support leaving them isolated. He was also well prepared for the Stormwolf and was unlucky not to take it out. We debated whether he should have landed either the Flyrant or the Hive Crone in the final turn to get linebreaker but decided that the Flyrant would have died and the Crone probably too barring unlucky dice rolling. I think what cost Nick was not being aggressive enough early on to really make a push for the relics, as it was the Carnifexes didn’t accomplish much and they were the units I was most worried about. Team wolf and guard had a really good round winning 3 out of our 4 games moving us up the table to third. I did take a lot of banter from my teammates for taking a null deployment list and still giving up a point turn 1 for that scattering drop pod. However it was clear that the winning team would either be Roboute Guillimans team with 2 mechanicum allies or the xenos faction with two eldar and 2 necron lists. 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Chaplain Otho Posted November 15, 2015 Author Share Posted November 15, 2015 Batrep game 5 Game size 2,000 points Opponent Ben Army Space Marines and Imperial Knights Deployment Hammer and Anvil Mission Maelstrom Spoils of War– steal each other’s objective cards; also the relic’s you had gained in game 4 were worth two points if a unit carrying a relic delivered them to an objective, Ben had 3 relics one in each drop pod unit and I had 2. Every 3 HP on a super heavy was worth an extra VP, Deploy first Wolves Go first Ben After my difficulty in finding an opponent to play against my Warhound on day 1 I was expecting a similar thing on day 2 until Ben stuck his hand up and volunteered. He then pointed out he was running 3 Knights in a Barons court which would be an interesting challenge. Ben’s list Warlord Knight with Gatling Cannon, also had a special relic won over the weekend which gave him a 3++ save and if he rolled a 6 to save using this shield it would bounce back and hit the shooting unit, ouch, 2 knights with melta cannons, all in a Baronial court formation/unit Inquisitor Techmarine 8 sternguard with a variety of combi weapons and 2 heavy flamers in drop pod 5 marines in drop pod with grav gun and combi grav 10 marines with combi melta, melta gun and multi melta. My list Ulrik the Slayer (Warlord) Brimir’s wolf guard, 6 wolf guard with combi plasma, drop pod Arjac Rockfist, (Grimnir’s Champion) Sven’s Hunters; 10 grey hunters, including 2 melta guns, drop pod, Bjorn’s Hunters; 9 grey hunters, including 1 melta gun, wolf guard pack leader with combi melta, drop pod Gunnar’s Claws; 5 bloodclaws, 1 flamer bolt pistol and close combat weapons, drop pod Kjel’s Claws, 5 bloodclaws, bolt pistol and close combat weapons, drop pod, Stormwolf with twin linked lascannon, twin linked helfrost cannon, 2 x twin linked multi melta’s Aegir Stormgir aka the Wolfhound, Warhound Titan, Plasma Destructor, Laser Destroyer I had a special bonus card I could play this game which put one of his units back into reserve then roll a D6, on a 1-3 they come on normally, on a 4-5 they outflank on a 6 they deepstrike. 5 reasons why Ben Knights and marines would win 1. With a 3++ his Warlord would be very hard to kill 2. If a knight made it into combat with my Warhound the Warhound was going to die. 3. With Ben going first he could just land on objectives and stop me gaining the points 4. This was exacerbated by the special mission rules for delivering relics 5. And the fact that we could steal each other’s objective cards. 5 reasons why Wolves will win. 1. I was objective secured with my units 2. My Warhound had 2 str D shots at up to 60 inch range which would take out a knight if I rolled a 6. 3. His knights couldn’t damage my flyer if I kept flying 4. The deployment map meant that I could deploy as far away from his knights as possible 5. With drop podding melta’s I could get round his ion shield save on his knights. Deployment I deployed my Warhound as far back as possible in my deployment zone and both bloodclaws units to screen it from the melta guns that would be coming in turn 1. On reflection maybe I should have put them on an objective but I didn’t and Ben deployed. Ben deployed all 3 knights across the edge of his deployment zone with the Warlord in the middle and one on his far left and the other almost bang centre. Drop pods in reserves, obviously. I then showed my special bonus card which allowed me to put a unit in reserve. Ben then informed me that the 3 knights was an entire unit so all had to go into reserves. We then decided that if we did that it could be a very quick and dull game as it would be a Warhound vs. 2 drop pods until his reserves came in. We decided 1 knight should go in reserve not all 3. The centre knight packed up his melta cannon and departed for the subs bench. Spoiler alert: This was my least favourite game of the weekend due to how the game went which is no reflection on Ben who is a great guy who I’d happily play again any day of the week. Knights turn 1. Melta marines pod came in right in front of the bloodclaw unit in front of the Warhound and onto an objective. They delivered their relic for 2 VP and then killed 3 bloodclaws with boltgun shots. Grav gun chaps landed in their drop pod on another objective and delivered another relic for 2 VP and then killed a 4thbloodclaw from that same unit. Knights both advanced at full pace. Both knights fired on the other bloodclaw unit and killed off all 5 for lightning strike. Lone Bloodclaw passed morale and prepared to charge either a knight or some space marines. Due to the screening bloodclaws Ben couldn’t get within melta range and decided not to waste shots trying to down the void shield on the Warhound. Good first turn with 5 VP. Wolves turn 1. Both melta hunter units came in round the knights one landing behind them, the other slighty to one side so I could shoot him avoiding the void shield. Warhound manouvred to shoot either of them in the front arc whlst staying well out of charge range. Ulrik and his wolf guard pod came in by the melta marine squad and delivered a relic to give me 2 VP. I had a quick consultation with the ever eager for glory Bloodclaw; he wanted to charge the Warlord knight and go down in glory. I wanted him to charge the melta marine as otherwise he would just go down in stupidity. I overruled him although, to be fair, I did have a slight size advantage of about 5 feet 11 inches and 12.5 stone. Bloodclaw then missed the marines with his bolt pistol shot. Ulrik and preferred enemy plasma wolf guard opened up on the melta marine unit and wiped out all ten giving me a point for lightning strike. Warhound then fired on the Warlord knight with his laser destroyer, first shot hit then rolled a 4, Ben failed his invul save and I did 2 HP. 2ndshot hit then I rolled a 6. Kaboom, auto destroyed, no invul or cover saves allowed. Knight then exploded doing no damage to anything else. Melta hunters then opened fire on the other knight from the side and rear arc with 4 melta guns, 3 hits, 2 of which penetrated and 1 explode result gave me 4 HP’s down, giving me 3 VP for taking off 9 HP’s on super heavy’s. Warhound then fired his plasma destroyer on the 5 man grav marine unit and killed off all 5 despite them going to ground. Ben was understandably a bit shocked at seeing 3 units removed from the table and another knight reduced to 2 HP; his force was now 2 drop pods and a heavily damaged knight, I had killed about 900 points of his army in turn 1. Ben then said that this was his Warlord knight’s first ever game and he had been painting him up all week to use. How bad did I feel then? I then pointed out I had declared the wrong target with the Warhound and meant to shoot the melta knight which would be the bigger threat so the Gatling knight Warlord came back on with 2 HP and the melta knight went into the carry case. Knights turn 2. Fortunately the remaining knight and remaining drop pod both came in from reserve. Knight came on and stomped towards the melta hunters. Other drop pod landed where the first one arrived and delivered another relic to the objective for 2 VP. Lots of Sternguard with combi weapons pointed them all at Ulrik and his squad. Gatling warlord knight moved up behind cover to hide from the Warhound. Melta knight killed off 4 hunters due to an unlucky scatter. Other knight killed off some hunters from the other unit. Sternguard with inquisitor and Techmarine put 2 wounds on Ulrik and killed all six wolf guard ouch. No maelstrom cards achieved though. Wolves turn 2. Stormwolf came on as did a Bloodclaw drop pod which landed near an unclaimed objective. Mission for this turn was to down his Warlord knight and to damage the Sternguard. Warhound moved to draw line of sight to the nearest knight. Melta hunters moved to shoot it in the back whilst the Stormwolf could fly and shoot from the front. Other melta hunters spread out into a line to prevent the advance from the other Knight. Ulrik and Arjac killed a sternguard each with a plasma pistol shot and a thrown Thunderhammer respectively one of which had a heavy flamer. Warhound failed to do any damage to the Warlord knight due to his 3++ save and my inability to roll a six. Stormwolf then did a hull point and 2 melta guns in the rear from the hunters finished the job. Other melta hunters failed to even hit their knight. Ulrik and Arjac charged in surviving overwatch on the way. Ulrik killed 2 and then Arjac mushed the Inquisitor and another 1 in a challenge. Ben passed morale and they held. I gained a point for Warlord and 2 maelstrom cards. Knights and marines turn 3. Knight continued to advance on the melta hunters and would be able to charge this turn. He shot his melta cannon at the further unit but scattered off then fired his heavy stubber at the nearest unit but did no damage. Stormbolters on drop pods did nothing. Combat with the Sternguard and characters ended up with another 4 dead Sternguard and the Techmarine broke and ran away. Knight smashed three melta hunters in close combat who then used the our weapons are useless rule to escape combat. Knight claimed an objective for 1 VP. Wolves turn 3. Last drop pod failed to arrive. Both units of melta hunters and Stormwolf advanced on the knight and the Warhound stayed still to shoot it. Arjac and Ulrik moved over to charge a drop pod. Shooting at the knight was totally ineffective from everything. Ulrik glanced a drop pod with his plasma pistol but Arjac’s hammer failed to do anything. They then charged in and destroyed it. I grabbed 3 maelstrom cards here one of which was a D3 for Kingslayer. Knights and marines turn 4. Techmarine rallied and then charged the Warhound to go out in a blaze of glory. Drop pods targeted Ulrik but failed to hit. Last Knight moved up on the Stormwolf which had gone into hover mode to draw line of sight. He shot at it with his heavy stubber so he could charge then killed 5 melta hunters with his melta cannon but I made the morale check. Techmarine charged and did no damage, the str 10 Warhound then wounded but he passed his armour save. Stomps did nothing. Whils thte Techmarine could barely damage me it did mean that I wouldn’t be able to shoot next turn though so a very clever move. Knight then fluffed his turn by failing to hit the hovering Stormwolf. Ben did grab 2 objective maelstrom cards from his drop pods. Wolves turn 4. Final drop pod came in and landed bang on an objective in Ben’s deployment zone also grabbing linebreaker. Arjac and Ulrik advanced on a 2nd drop pod on an objective which would mean Ben only had his knight to grab objectives, 3rd drop pdo was too far away from an objective to claim it. Stormwolf flew off to Ben’s deployment zone as it didn’t want to be in combat any more. Warhound continued trying to stomp the Techmarine. Arjac and Ulrik won combat against a drop pod, big shock I know. Warhound stomped the Techmarine into the ground with a roll of a 6. Drop pods claimed me 2 objective cards. Ben’s force was now a knight and a drop pod. Knights and marines turn 5. Knight stomped towards the melta hunters on an objective killing 3 with shooting then prepared to charge. Drop pod fired it’s stormbolter but pinged off Arjac’s armour. Knight then stomped 4 grey hunters into the ground. Ben was unlucky as the cards he drew were for objective markers I held so I could steal two of his cards Wolves turn 5. Metla huntes disengaged from combat due to our weapons our useless and as both melta gunners were dead their weapons were useless. Warhound moved to shoot the knight. Arjac and Ulrik moved to cover an objective as, including Ben’s card I had 4 seize objective x maelstrom cards. Warhound failed to do damage to the knight and the Stormwolf also failed to do anything. I also grabbed another maelstrom card for something which I can’t remember. Game was over due to time. Result Ben got lightning strike and 6 points for relics delivered, then 4 points for maelstrom cards = 11 VP. Wolves got Lightning strike, Warlord and Linebreaker, 4 points for relic delivered and 19 maelstrom cards due to stealing some of Ben’s cards and getting a couple of D3 point cards = 26 VP. Major win for the Wolves. The rest of team wolves had some good results again but not good enough to seize 2nd place so we ended up third overall. Post game thoughts. Game wasn’t much fun overall due my first turn being so destructive. When he 2nd turn went down it was obvious the other knight wouldn’t make contact with the Warhound which meant it could shoot and kill whatever it wanted. By this point there wasn’t much Ben could do to turn the game round and it was just left to my units to rack up the maelstrom cards. Ben was a really nice guy so I’d really like to get a non-Warhound game in at some point. This game did bring home to me how stupid D weapons are though, roll a six and remove a model from play. When it happens to a grot or space marine I can deal with it but when it happens to a 400 pt knight with a 3++ its stupid. I agree that a 700 point titan should have some potent weaponry but D weapons are far too common for my liking. We fought the close combat of the Warlord knight versus the Warhound titan at the end of the game with the result that the Warhound was butchered proving that if the knights had made it to close combat the game would probably have been just as one sided but the other way round. Post event thoughts and result. Roboute Guilliman’s team won the event whilst team Wolves was third. We averaged 2 wins a round which is just about average so we didn’t disgrace ourselves. More Thunderwolves needed for next year though. Armies were not super competitive apart from the inherent Eldar strengths so most games were down to player skill rather than overpowered combo’s. There was even an Ork player. Games were played in a great spirit and there was some fantastic paint jobs. Each mission had their own twist which was great fun. I really enjoyed the chance to get my Warhound out on the table but not sure he makes for a fun game for either player as he is so destructive or such a points sink so the game hinges on whether he lives or dies which is too 1 dimensional for my liking. Link to comment https://bolterandchainsword.com/topic/315548-spoils-of-war-batreps/#findComment-4225531 Share on other sites More sharing options...
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