Cordova Posted October 29, 2018 Share Posted October 29, 2018 Hi guys... I have been, ever so slowly, making my way through the mountains of unfinished plastic that I call my collection. As a result, I have finally completed my Raven Guard - meaning I can turn back to one of my oldest loves - the Space Wolves. Trying to be sensible, I am forcing myself to complete one army before moving on...although purchasing more plastic crack isn't helpful. Anyway, the Wolves were (way back when) my first love and I dabbled in and out through 6th and 7th. I am yet to play with them in 8th, and want to set what I'll be using in stone. I won't be using them as super competitive (I use my Raven Guard for that...) but I want a bit of bite to the army. That said, I also have some units that I really want to use if possible... The Mrs, being wonderful, bought 2 models for me...knowing that 'Space Wolves' were an army that she had heard of. I therefore have a Stormwolf and Harald Deathwolf to use... I've played a fair bit of 8th, so I've had a go at knocking up a list with what I know, some ideas and those models. Please, feel free to rip it apart. Once I have the list (1,750 points), I will be on the painting train. Although, I'll be on that train for years.... The list/ideas for the list: Battalion+ HQ +Rune Priest [7 PL, 124pts]: Bolt pistol, Jump Packs, Runic axeWolf Guard Battle Leader [6 PL, 99pts]: Jump Packs, Storm shield, Thunder hammerWolf Lord [6 PL, 129pts]: Jump Packs, Storm shield, Thunder hammer - Wulfen Stone (either Beastslayer or Hunter as I play lots of gunline armies who hide, so the extra movement is helpful) These guys are there to jump about, the RP with debuffing his main priority. + Troops +Grey Hunters [6 PL, 65pts]: Grey Hunter Pack Leader, 4x Grey Hunter w/Bolt PistolGrey Hunters [6 PL, 65pts]: Grey Hunter Pack Leader, 4x Grey Hunter w/Bolt Pistol Grey Hunters [6 PL, 65pts]: Grey Hunter Pack Leader, 4x Grey Hunter w/Bolt Pistol All with chainswords - they are cheap and cheerful.+ Heavy Support +Long Fangs [7 PL, 170pts]Long Fang: LascannonLong Fang: LascannonLong Fang: LascannonLong Fang: LascannonLong Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword I love them so very much.+ Dedicated Transport +Rhino [4 PL, 74pts]: 2x Storm bolterRhino [4 PL, 74pts]: 2x Storm bolterRhino [4 PL, 74pts]: 2x Storm bolter Grey Hunters ride in these - aids movement and support.Battalion 2+ HQ +Harald Deathwolf [10 PL, 188pts]Wolf Guard Battle Leader [6 PL, 99pts]: Jump Packs, Storm shield, Thunder hammer Reasons above, but he also fits the Raven Guard player in me, with his turn up wherever plan. The WGBL joins the jump squad in Battalion 1.+ Troops +Grey Hunters [6 PL, 65pts]: Grey Hunter Pack Leader, 4x Grey Hunter w/Bolt PistolGrey Hunters [6 PL, 65pts]: Grey Hunter Pack Leader, 4x Grey Hunter w/Bolt PistolGrey Hunters [6 PL, 65pts]: Grey Hunter Pack Leader, 4x Grey Hunter w/Bolt Pistol As before.+ Flyer +Stormwolf [14 PL, 279pts]: Twin helfrost cannonTwo Lascannons: 2x LascannonTwo Twin Heavy Bolters: 2x Twin heavy bolterFor the reasons I have mentioned above. -- There are 50 points left over. To my mind, I need something to arrive with Harald, or forego that element entirely. Of the models, I can probably lose Harald, but the Stormwolf, I would like to use so the Mrs can see it in action... Having no experience of this army in 8th, I'd love some input - any help would be appreciated. Thanks. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/ Share on other sites More sharing options...
jerrys Posted October 29, 2018 Share Posted October 29, 2018 This seems decent to me. I was going to say that something scary ought to be inside the stormwolf -- but maybe not. If there are too many points in that one unit, it will get shot down very quickly. Maybe keeping it empty will make it more likely to stick around and keep shooting. And if they do go after it, it's less of a loss. Scouts could be 55pts, and could deploy with Harald. But I don't think they would be very useful (aside from taking a few shots for him). He could go with the jump squad (running up behind the rhinos so they can't be targeted, i guess), instead of off by himself. He should pretty much be able to keep up. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5180923 Share on other sites More sharing options...
TiguriusX Posted October 29, 2018 Share Posted October 29, 2018 Spend a CP and grab an extra relic Put the armor of russ on your rune priest. That gives him a 4++ and a nice aura trick as well If you like your long fangs use the 50 points you have to increase their durability. Put a TDAWG with a SS in the unit. Space Wolves unique ability is to put a wolf guard in basically any unit and he can have terminator armor or power armor plus a storm shield. If you have points you can put a SS WG in all your basic units and if the dice are hot you can shrug off some hilarious incoming fire As for the stormwolf....you can play it as either the wolf (larger transport capacity) or the fang (gunship) Your army appears to have enough transports with all the rhinos (you can put 2 GH units per rhino) Consider pure gunship mode instead and maybe upgrade the guns Finally, if you want Harald to have company use one of the GHs and spend a CP to outflank them Upgrade them to have a special weapon and add in a pack leader with a combi weapon/SS (or make him a terminator if you want) The most common combo is plasma + combi-plasma Arriving with Harald means rerolling 1's Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5180946 Share on other sites More sharing options...
Cordova Posted October 29, 2018 Author Share Posted October 29, 2018 Thanks for the feedback. I had considered the GH as the outflankers with Harald - the idea is another unit that can basically harass something... The Stormwolf I like, just in case I want something in it, but the idea of a gunship is food for thought. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181089 Share on other sites More sharing options...
TiguriusX Posted October 29, 2018 Share Posted October 29, 2018 Thanks for the feedback. I had considered the GH as the outflankers with Harald - the idea is another unit that can basically harass something... The Stormwolf I like, just in case I want something in it, but the idea of a gunship is food for thought. You can use the LF trick instead of the GH trick if you want to harass and not invest heavily Get a squad of LFs but don't give them all the expensive toys Pack leader and a WG get a special + combi weapon They have a natural reroll of 1's and don't need to stay with Harald (this means you can put them in favorable terrain) If you have spare points drop HBs on them If you want to go crazy upgrade the LF-WG pack leader to a terminator with a heavy weapon (assault cannon or cyclone missile launcher) That is pocket size harassing with natural reroll of 1's To put the cherry on top you can let the squad die and lone wolf the TDA pack leader and he rerolls to hit AND wound while carrying a heavy weapon This trick doesn't work with GH because you can't add in the TDA heavy gear Food for thought Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181154 Share on other sites More sharing options...
Kasper_Hawser Posted October 30, 2018 Share Posted October 30, 2018 Thanks for the feedback. I had considered the GH as the outflankers with Harald - the idea is another unit that can basically harass something... The Stormwolf I like, just in case I want something in it, but the idea of a gunship is food for thought. FYI, a Stormfang with Twin Heavy Bolters and Lascannon is about 20 points cheaper than a Stormwolf with same loadout. This is due to the Stormfang's Hellfrost Destructor being free in codex while the Stormwolf's Twin Hellfrost still has a cost attached. so if you are not going to use the Stormwolf as a transport for something nasty, you might as well use the Stormfang. If you don't have the Stormfang variant built, I doubt anyone will raise flak over proxying the Stormwolf as a Stormfang as they are extremely similar in size and shape. Give it a go. And if you still want transport, the Stormfang still has a six man capacity, enough for a plasma combi-plasma MSU squad for either objective grabbing or assassination. For my part, i normally use the Stormfang/wolf as my character assassin. You will be surprised how often some people leave their characters open at the back especially when you don't have obvious deepstrikers. May seem drastic sacrificing a 200 point gunboat on a character which is probably less than that, but taking out the force multiplication will slowly bring dividends as the game goes on. Hope this helps. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181469 Share on other sites More sharing options...
lonewolf81 Posted October 30, 2018 Share Posted October 30, 2018 Hey mate, if i were you i would do the following Double Battalion HQs Wolf Lord (Jump pack, TH/SS, Wulfenstone, saga of wolfkin) Runepriest (jump pack, Runic stave,Armour of Russ, Living lightning or tempest wrath + furry of wolf spirits+ smite) Battle leader (jump pack, TH/SS) Battle leader (jump pack, TH/SS) TROOPS 5xbloodclaws (1xpower fist) 5xbloodclaws (1xpower fist) 5xbloodclaws (1xpower fist) 5xbloodclaws (1xpower fist) 5xbloodclaws (1xpower fist) 5xgreyhunters (1xplasma gun) TRANSPORTS Rhino (storm bolter) Rhino (storm bolter) FLYERS Stormfang gunship (2xtwin heavy bolters, twin las, helfrost) HEAVY SUPPORT 5xLongfangs (1xheavy bolter, 3xlascannons) This list is exactly 1500 points. This gives you 250 points to play with adding more shooty units (like helblasters or more longfangs) or dedicated assault units (like wulfen). I know you said you own grey hunters instead of bloodclaws but bloodclaws are better with the new codex thnx to hitting on 2s and powerfists on 3s with extra attacks on charge and the move + advance + smoke launchers of the rhinos can get you close. Also their stratagem is better because your wolflord wont be close to every squad. I proxy my bolter/chainsword grey hunters as bloodclaws and no one gets offended . Stormfang as others said is the better one because has more fire power than a stormwolf, is cheaper and can still carry a blood claw squad up the field. The tactic of the list is that all bloodclaws enter 2 rhinos and the gunship and go up field. The HQs stand protected in the middle and back of your vehicles giving rerolls to the gunship and being able to heroicly intervene if anyone tries to charge the rhinos (the armour of rus can help counter attack a scary charger and kill him before he even swings). The rhinos advance and deploy smoke and get -2 to hit along with the gunship from the rune priest. Turn two the fighting begins. Grey hunters stay back capturing objectives and firing their plasma and long fangs hug a ruin and provide long range fire support (the heavy bolter is in there for helfire rounds). PS : In 1750 points 4 HQs are more than enough dont get more because you loose bodies on the ground. Also the warlord can buff nearby bloodclaws even further with wulfenstone and saga of wolfkin giving them 4 to 5 attacks on the charge with a hidden powerfist Just my 2 cents cheers and good luck !!! Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181493 Share on other sites More sharing options...
Kasper_Hawser Posted October 30, 2018 Share Posted October 30, 2018 @ lonewolf- great idea. However, regarding your post, better quickly remove all the individual points. I think its against the forum rules to list down the detailed point value for each item. Leave the 1500 total. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181496 Share on other sites More sharing options...
lonewolf81 Posted October 30, 2018 Share Posted October 30, 2018 @ lonewolf- great idea. However, regarding your post, better quickly remove all the individual points. I think its against the forum rules to list down the detailed point value for each item. Leave the 1500 total. Hey thanx. I thought listing the points of a unit with at least some gear on it in order to not show the direct point cost of the unit was ok, but anyway i removed them not to cause any problems cheers !!! Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181521 Share on other sites More sharing options...
Kasper_Hawser Posted October 30, 2018 Share Posted October 30, 2018 @ lonewolf- great idea. However, regarding your post, better quickly remove all the individual points. I think its against the forum rules to list down the detailed point value for each item. Leave the 1500 total. Hey thanx. I thought listing the points of a unit with at least some gear on it in order to not show the direct point cost of the unit was ok, but anyway i removed them not to cause any problems cheers !!! I could be wrong, but better safe than sorry before Jarl Keeran or other mods come down. I hate their mod text posts. Good work on removing them. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181539 Share on other sites More sharing options...
Cordova Posted October 30, 2018 Author Share Posted October 30, 2018 Thanks for all the help guys, it's really appreciated. I have tweaked the list in light of your comments, and my own inability to do basic maths... Here is what I am thinking of trying (if all goes well, I have a game on Thursday that I can try this...) ---- Battalion 1+ HQ +Rune Priest [7 PL, 122pts]: 2. Tempest's Wrath, 5. Storm Caller, Bolt pistol, Jump Packs, Runic staffWolf Lord [6 PL, 129pts]: Jump Packs, Saga of the Hunter, Storm shield, Thunder hammer, WarlordThe Wulfen Stone: Relic of The Fang Largely self explanatory, the Saga of the Hunter is to give me a more ready chance to get in quicker...although I am not sold on it necessarily.+ Troops +Grey Hunters [4 PL, 65pts]: 4x ChainswordGrey Hunter Pack Leader: Chainsword4x Grey Hunter w/Bolt PistolGrey Hunters [4 PL, 65pts]: 4x ChainswordGrey Hunter Pack Leader: Chainsword4x Grey Hunter w/Bolt PistolGrey Hunters [4 PL, 65pts]: 4x ChainswordGrey Hunter Pack Leader: Chainsword4x Grey Hunter w/Bolt Pistol These guys (and the others) will double up, two squads to a Rhino. This leaves 2 on foot squads. One will probably ride in the Stormfang and hop out T1/2 whilst the others will probably conga line in the back field to stop deepstriking. + Heavy Support +Long Fangs [8 PL, 170pts]Long Fang: LascannonLong Fang: LascannonLong Fang: LascannonLong Fang: LascannonLong Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword I mean, these do what you'd imagine.Long Fangs [8 PL, 110pts]Long Fang: Heavy bolterLong Fang: Heavy bolterLong Fang: Heavy bolterLong Fang: Heavy bolterLong Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword I will, almost certainly, pay the CP to outflank these dudes. A wall of bullets rerolling on T2 is always fun.+ Dedicated Transport +Rhino [4 PL, 72pts]: Storm bolterRhino [4 PL, 72pts]: Storm bolter Previously mentioned... Battalion 2+ HQ +Harald Deathwolf [10 PL, 188pts]Wolf Guard Battle Leader [5 PL, 114pts]: Jump Packs, Storm shield, Thunder hammer Harald, just because, and the WGPL will run with LordHammer.+ Troops +Grey Hunters [4 PL, 65pts]: 4x ChainswordGrey Hunter Pack Leader: Chainsword4x Grey Hunter w/Bolt PistolGrey Hunters [4 PL, 65pts]: 4x ChainswordGrey Hunter Pack Leader: Chainsword4x Grey Hunter w/Bolt PistolGrey Hunters [4 PL, 65pts]: 4x ChainswordGrey Hunter Pack Leader: Chainsword4x Grey Hunter w/Bolt Pistol Previously mentioned. + Fast Attack +Wolf Scout Bikers [9 PL, 132pts]3x Wolf Scout Biker: 3x Twin boltgunWolf Scout Biker Pack Leader: Bolt pistol, Twin boltgun I run Scout bikers in my Raven Guard and I love them. Plus, here they can rock up with Harald.+ Flyer +Stormfang Gunship [15 PL, 249pts]: Skyhammer missile launcherTwo Lascannons: 2x LascannonBig boat, big guns... --- Any other feedback would be appreciated, but I'll proxy up a bunch of this on Thursday and see how it goes... Thanks guys. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181811 Share on other sites More sharing options...
TiguriusX Posted October 30, 2018 Share Posted October 30, 2018 Looks interesting Scout bikers plus HB long fangs are a ton of dakka showing up. Can use stratagem to avoid moving penalty for LF and outflank too Not much assault power though (outside of the HQs) Aggressors might be worth considering instead of scout bikes. More dakka and T5 W2 profile. Adds power fist potential and surprises people with saga of the hunter synergy. Drastically reduced mobility but you have rhinos and a stormfang to get other places SW can outflank aggressors though so we can get them where needed. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181841 Share on other sites More sharing options...
Cordova Posted October 30, 2018 Author Share Posted October 30, 2018 I toyed with the idea of Aggressors, purely because the number of shots is potentially absurd, but 3 2D weapon shots removes them all - but leaves some of the LFs standing. Plus, the inherent rerolls are useful from the LFs. Good idea though, I'll let that one mull over in my head... LFs with HBs = 12 shots = 8 hits = 5 W = 3 (rounding up) dead MEQs on arrival... AGGs = 27 shots (6 + 3 average, rounding down, per model) = 18 hits = 9W = 3 dead MEQs on arrival... The LFs would then have the range advantage over the Aggs, but they have the double tap threat from T3, possibly making them more of a direct nuisance to the opponent, plus the threat of some fists in the face if needed. Anyone else want to chip in on this one? Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181892 Share on other sites More sharing options...
PeteySödes Posted October 30, 2018 Share Posted October 30, 2018 I toyed with the idea of Aggressors, purely because the number of shots is potentially absurd, but 3 2D weapon shots removes them all - but leaves some of the LFs standing. Plus, the inherent rerolls are useful from the LFs. Good idea though, I'll let that one mull over in my head... LFs with HBs = 12 shots = 8 hits = 5 W = 3 (rounding up) dead MEQs on arrival... AGGs = 27 shots (6 + 3 average, rounding down, per model) = 18 hits = 9W = 3 dead MEQs on arrival... The LFs would then have the range advantage over the Aggs, but they have the double tap threat from T3, possibly making them more of a direct nuisance to the opponent, plus the threat of some fists in the face if needed. Anyone else want to chip in on this one? Don't sleep on hellfire shells either. Another point in favor of LFs. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181916 Share on other sites More sharing options...
lonewolf81 Posted October 30, 2018 Share Posted October 30, 2018 Aggressors have build in powerfists hitting on 3s on the charge, can advance and shoot without penalty and they have T5. They are pretty cheap for what you get Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181926 Share on other sites More sharing options...
TiguriusX Posted October 30, 2018 Share Posted October 30, 2018 the aggressor option replaces your scout bikes not HB LF is what i suggested Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181928 Share on other sites More sharing options...
Cordova Posted October 30, 2018 Author Share Posted October 30, 2018 the aggressor option replaces your scout bikes not HB LF is what i suggested In addition to being unable to do basic Maths, I also cannot read it seems. I like the idea of the Bikers as a screen for Harald though, they offer something that can keep up with his pace. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5181930 Share on other sites More sharing options...
TiguriusX Posted October 31, 2018 Share Posted October 31, 2018 the aggressor option replaces your scout bikes not HB LF is what i suggested In addition to being unable to do basic Maths, I also cannot read it seems. I like the idea of the Bikers as a screen for Harald though, they offer something that can keep up with his pace. I understand the need for a screen but let me give you the "why" behind my suggestion Harald AGG and HB-LF will be arriving Turn 2 at the earliest The AGG and HB-LF will alpha strike something and can obliterate hordes and typical backfield units When they finish you have 5 MEQ bodies and 3 T5 W2 bodies (ideally in cover for a 2+) Harald is mostly there for reroll 1's (AGG guns and hopefully PFs) and heroic intervention if something comes close Next turn will be game turn #3 Your opponent is either going to charge your Harald force or run the heck away from them. There is no ignoring them b/c the AGG will double tap something and cause a truckload of pain if ignored. If the enemy pours all their shots into the Harald force to clear the threat your main body should be able to capitalize on being ignored. The REST of your army should be far up field by turn 3 (2 rhinos and a storm fang....even if destroyed the infantry popped out midfield somewhere) The screening element would come from that portion of the army as Harald runs looking for a fight (or more screening bodies if his force was shot to bits) The point is you control what can threaten Harald when you put him down. The outflank task force is versatile but powerful and doesn't need to arrive within 9" of their target. The AGG and HB-LFs can reach out and hurt someone. That lets you pick favorable terrain and play LOS games. If your current plan is to send Harald and 3 scout bikes charging headfirst into an opponent I don't think they will last very long and the only synergy is the speed profile Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5182038 Share on other sites More sharing options...
Cordova Posted October 31, 2018 Author Share Posted October 31, 2018 the aggressor option replaces your scout bikes not HB LF is what i suggested In addition to being unable to do basic Maths, I also cannot read it seems. I like the idea of the Bikers as a screen for Harald though, they offer something that can keep up with his pace. I understand the need for a screen but let me give you the "why" behind my suggestion Harald AGG and HB-LF will be arriving Turn 2 at the earliest The AGG and HB-LF will alpha strike something and can obliterate hordes and typical backfield units When they finish you have 5 MEQ bodies and 3 T5 W2 bodies (ideally in cover for a 2+) Harald is mostly there for reroll 1's (AGG guns and hopefully PFs) and heroic intervention if something comes close Next turn will be game turn #3 Your opponent is either going to charge your Harald force or run the heck away from them. There is no ignoring them b/c the AGG will double tap something and cause a truckload of pain if ignored. If the enemy pours all their shots into the Harald force to clear the threat your main body should be able to capitalize on being ignored. The REST of your army should be far up field by turn 3 (2 rhinos and a storm fang....even if destroyed the infantry popped out midfield somewhere) The screening element would come from that portion of the army as Harald runs looking for a fight (or more screening bodies if his force was shot to bits) The point is you control what can threaten Harald when you put him down. The outflank task force is versatile but powerful and doesn't need to arrive within 9" of their target. The AGG and HB-LFs can reach out and hurt someone. That lets you pick favorable terrain and play LOS games. If your current plan is to send Harald and 3 scout bikes charging headfirst into an opponent I don't think they will last very long and the only synergy is the speed profile That logic is unassailable. The use of Scout bikers is because of the versatility they give my Raven Guard and I was just applying that reasoning here. However, as you have mentioned, I need to use it differently to what I used - in order to maximise the units I have. Aggressors it is... That's then 1727, so I have the grand total of 23 points to fiddle with... Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5182149 Share on other sites More sharing options...
lonewolf81 Posted October 31, 2018 Share Posted October 31, 2018 Use 10 points to change the stormfangs skyhammer to 2xtwin heavybolters it already has plenty of anti -tank, anti flyer weapons. With the heavy bolters it can also threaten hordes with 12 str 5 ap -1 shots with rerolls from characters (that load out makes it one of the best flyers for its points in the game). The remaining points use them to get a power fist for the unit that enters the stormfang and turn them into bloodclaws for the extra attacks or get a plasma gun for one of the greyhunters squad PS: Dont forget the armour of russ on your runepriest is a must have for one more CP and keep him close to the units you want to protect from chargers. Intervene 6" with priest, wolf lord and battle leader , make the enemy fight last and obliterate them. It also gives him a 4+ invu I would also suggest that if you see that your opponent has a shooty list, deploy the las longfangs in a rhino along with one 5 man troop squad, dissembark them turn one in nearby cover to avoid loosing lascannons if you go second. You can can use keen senses to avoid the negative modifiers from movement. Lets us know how it went Cheers!!! Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5182256 Share on other sites More sharing options...
Cordova Posted November 1, 2018 Author Share Posted November 1, 2018 I have just finished the game. In a word, success. My opponent was either going to be Tau, Grey Knights or Eldar. He brought Tau with him. I'm not going to do a full bat-rep, but here are some rough highlights and takeaways. --- The Stormfang is mental. I drove it literally down the centre field (Hammer and Anvil set up), to force him to shoot it. It ended a Skyray - which helped. In T2 it took a beating, but was helped by the handy Rune Priest covering him. It then finished off a Riptide. Keen senses is my favourite thing in the world. My Lascannon LFs were able to roam around as needed and commit lasery murder on XV8s and a Ghostkeel. Love it. The basic GHs do their job well, a lot of rapid fire and the chainswords help out in a blender. Wolf Lord Hammersmash was excellent. Saga of the Hunter was useful - letting the WGPL and the RP make longer charges (Especially with the new no-flying over things ruling). Aggressors was definitely the way to go. It was an extra CP over the Scouts, but they aggro-ed hard when they arrived and wiped a scoring squad immediately. Still need to fine-tune a few bits though. Plus how to spend those points. --- Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5183051 Share on other sites More sharing options...
TiguriusX Posted November 1, 2018 Share Posted November 1, 2018 The bat reps bring a smile to my face (even short ones) I dont have free time to play often so I'm an addict for all SW action Keep it up! Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5183056 Share on other sites More sharing options...
Cordova Posted November 1, 2018 Author Share Posted November 1, 2018 The bat reps bring a smile to my face (even short ones) I dont have free time to play often so I'm an addict for all SW action Keep it up! When I have some more time, I will try to write one up more - I have a few in my Raven Guard post. I'm thinking that I might delve into a narrative approach for these too... EDIT: As alluded to, here is something to start the introduction to what I will be building here. -------------------- Scarred fingers turned the bone totem with a dexterity that belied their size; delicately, they traced the intricate carving on the ivory surface. Raising it up to thin, almost sneering lips, the figure paused - contemplating. A voice, barely more than a rumbling whisper, sounded in the gloom. The accompanying breath cast warm clouds over the talisman. ‘as heck bardaga er hefnd.’ The figure stood – a mountain of furs and leatherwork covered in carved knotwork. Blood, dried and rust-coloured, flecked the bare neck and face of the man, accentuating the grim shadows cast across it by the flickering flames in the nearby hearth. His beard was shaved close – thick, black bristles that gave his face a harsh edge. He ran one hand through his thick hair, forcing it into a wild mane. Gorgon-like, he turned a steely gaze to the warriors that sat before him – loosely arranged in groups around fire-pits. ‘We are the dregs; órval. We are the broken.’ His voice was little more than a growl. An aggressive snarl that spoke of barely contained rage to a simple ear, but to those in front of him it told of a story far deeper. One of loss, tragedy and despair. But also hope. The belief that fortune, that wyrd, could be changed. ‘The galaxy has changed. We are here alone, without our brothers - án-kind. My jarl is missing. Some of you watched your jarl die. Others witnessed their brodirs fall. But we, we are here.’ The crowd began to stir, a deep rumble that spoke of thunder barely contained. An avalanche of sound that spilled through the room – raising hairs on arms and necks, causing hearts to beat faster with anticipation and mouths to curl into snarls. ‘You have come here because you want to take the path of vengeance. Ours is not the story of our brothers. Ours is one of violence and fury. Ours is one of blood and death. We shall find our way to the All-Father’s side on a bridge of blood and flame. We are without fear. We are óhræddr. The galaxy believes us broken and beaten. We will show that they should not forget us. They should fear us. We will take our vengeance. We will be victorious!’ The figure ended by throwing back his head and letting loose a fearsome, ululating cry that reverberated through the reinforced chests of the men before him. Hot blood raced through veins as the crowd surged to their feet – organically, as if they were the rippling fur of a supine beast rousing itself from slumber. As one they took up the roar, barking out a sound that would have chilled any observers to the bone. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5183059 Share on other sites More sharing options...
Kasper_Hawser Posted November 2, 2018 Share Posted November 2, 2018 I have just finished the game. In a word, success. My opponent was either going to be Tau, Grey Knights or Eldar. He brought Tau with him. I'm not going to do a full bat-rep, but here are some rough highlights and takeaways. --- The Stormfang is mental. I drove it literally down the centre field (Hammer and Anvil set up), to force him to shoot it. It ended a Skyray - which helped. In T2 it took a beating, but was helped by the handy Rune Priest covering him. It then finished off a Riptide. Keen senses is my favourite thing in the world. My Lascannon LFs were able to roam around as needed and commit lasery murder on XV8s and a Ghostkeel. Love it. The basic GHs do their job well, a lot of rapid fire and the chainswords help out in a blender. Wolf Lord Hammersmash was excellent. Saga of the Hunter was useful - letting the WGPL and the RP make longer charges (Especially with the new no-flying over things ruling). Aggressors was definitely the way to go. It was an extra CP over the Scouts, but they aggro-ed hard when they arrived and wiped a scoring squad immediately. Still need to fine-tune a few bits though. Plus how to spend those points. --- You managed to pull a win over the blasted Tau? How? While the Keen Senses would have negated the Ghostkeel's negative modifiers to hit, didn't the guy have a horde of drones escorting the Riptide and Ghostkeel? This is what makes the Tau so annoying, as they will normally camp the drones behind a wall out of sight, while the Riptide towers over the ruin next to them, so any lascannon shot will bounce off to the drones and then if you fire small arms, they have the Riptide tank it with its T7 and 2+ armour. And just for and giggles, engage the Feel No Pain strategem or heal itself. Unless of course he rolled several ones for Saviour Protocols when your Lascannons hit, forcing him to take the wounds, and then you rolled high enough for damage. sorry, I've had several frustrating games with Tau, so while I'm very surprised and happy you pulled it off, I'm also skeptical as I can't see a way to beat them without getting a lot of Non-LOS required artillery to remove the drones, which Space Wolves only have one option, the Whirlwind. And I hate Imperial soup. Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5183501 Share on other sites More sharing options...
Cordova Posted November 2, 2018 Author Share Posted November 2, 2018 I have just finished the game. In a word, success. My opponent was either going to be Tau, Grey Knights or Eldar. He brought Tau with him. I'm not going to do a full bat-rep, but here are some rough highlights and takeaways. --- The Stormfang is mental. I drove it literally down the centre field (Hammer and Anvil set up), to force him to shoot it. It ended a Skyray - which helped. In T2 it took a beating, but was helped by the handy Rune Priest covering him. It then finished off a Riptide. Keen senses is my favourite thing in the world. My Lascannon LFs were able to roam around as needed and commit lasery murder on XV8s and a Ghostkeel. Love it. The basic GHs do their job well, a lot of rapid fire and the chainswords help out in a blender. Wolf Lord Hammersmash was excellent. Saga of the Hunter was useful - letting the WGPL and the RP make longer charges (Especially with the new no-flying over things ruling). Aggressors was definitely the way to go. It was an extra CP over the Scouts, but they aggro-ed hard when they arrived and wiped a scoring squad immediately. Still need to fine-tune a few bits though. Plus how to spend those points. --- You managed to pull a win over the blasted Tau? How? While the Keen Senses would have negated the Ghostkeel's negative modifiers to hit, didn't the guy have a horde of drones escorting the Riptide and Ghostkeel? This is what makes the Tau so annoying, as they will normally camp the drones behind a wall out of sight, while the Riptide towers over the ruin next to them, so any lascannon shot will bounce off to the drones and then if you fire small arms, they have the Riptide tank it with its T7 and 2+ armour. And just for and giggles, engage the Feel No Pain strategem or heal itself. Unless of course he rolled several ones for Saviour Protocols when your Lascannons hit, forcing him to take the wounds, and then you rolled high enough for damage. sorry, I've had several frustrating games with Tau, so while I'm very surprised and happy you pulled it off, I'm also skeptical as I can't see a way to beat them without getting a lot of Non-LOS required artillery to remove the drones, which Space Wolves only have one option, the Whirlwind. And I hate Imperial soup. No worries, I completely understand the frustration. Online battle reports can sometimes smack of self-aggrandisement too and that was not my intent. A few more details: We played Maelstrom, Spoils of War. The Tac Objs that I generated early game helped me rack a quick lead - he then had to press more than he would have liked - this drew some units out of his lovely castled-up position. He knew I would happily just camp somewhere and win an objective game. Whilst he had some drones, he also wanted to try a Skyray, so he trimmed some units, including some drones, for this - which helped. The Heavy Bolters on the Stormfang were invaluable here, as I rolled hot with them - forcing him to take a few wounds on the Riptide to avoid the big guns. These then stripped the drones away, bar one. Turn 2, he healed the Riptide and it was, literally, brand new. However, at this point I had closed with the RP and Stormfang so his shooting was less effective and the Stormfang didn't die. My turn 3, the limping Stormfang, Lascannon LFs and HB LFs were able to gun him down. The Ghostkeel had 2 drones (I think). He made a mistake (he admits) and was trying to move it aggressively mid-table to intercept the Stormfang. He underestimated the Keen Senses though. 3 of 4 Lascannons hit. 2 killed drones, 1 put out 5 wounds. The Ghostkeel only then healed 1 Wound. Turn 2, I couldn't shoot it, due to some snazzy positioning from him. Turn 3, Thunderlord punched him in the head. Long story short, I rolled well and had an early objective lead, which forced him to play out-of-character. I doubt it'll happen again... Link to comment https://bolterandchainsword.com/topic/350865-returning-to-the-fang/#findComment-5183585 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.