TiguriusX Posted February 9, 2021 Share Posted February 9, 2021 (edited) This thread will be for my T5S2 pod experiences using Murderfang The original version of the list was posted in the army section here I have 2 variants going right now and officially entered in pods Pod1 has terminators and a land speeder storm Pod4 has eradicators with heavy melta The rest of the lists are basically the same...I am relying on storm shields and lots of bodies Pod1-Murderfang-Terminators Scorched Earth v. Aeldari My army Battalion Pod 1 No Force Org 40 2xCompany Vets + 2xCS/CS HQ 100 Captain on Bike 30 TH/SS 140 Master of Sanctity on Bike 115 Chief Librarian 25 Jump Troops 90 5xBC 90 5xBC 90 5xBC Elite 150 Murderfang 135 Wulfen Dread Claw/Shield 2xHF 95 5xWolf Guard 45 Jump + 4xLC/SS + LC/SS 95 5xWolf Guard 45 Jump + 4xLC/SS + LC/SS 140 4xBladeguard Veterans 165 5xWGTDA SB/SS 25 CML Heavy 108 6xLong Fangs 105 5xMulti-Melta + Armorium Cherub Fast Attack 15 Cyberwolf 15 Cyberwolf 15 Cyberwolf Transport 70 Drop Pod 55 LS Storm 1998 Total His army ++ Battalion Detachment 0CP (Aeldari - Harlequins) [51 PL, 12CP, 996pts] +++ Configuration +Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)Detachment Command CostMasque Form: The Frozen Stars: Hysterical Fury+ HQ +Troupe Master [4 PL, 71pts]: 4: Player of the Light, Choreographer of War, Harlequin's Kiss, Plasma Grenades, Shuriken Pistol, The Suit of Hidden Knives, WarlordTroupe Master [4 PL, 65pts]: Choreographer of War, Harlequin's Blade, Plasma Grenades, Shuriken Pistol+ Troops +Troupe [5 PL, 100pts]. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken PistolTroupe [5 PL, 100pts]. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken PistolTroupe [5 PL, 100pts]. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol. Player: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol + Fast Attack +Skyweavers [10 PL, 200pts]. Skyweaver: Haywire Cannon, Star Bolas. Skyweaver: Haywire Cannon, Star Bolas. Skyweaver: Haywire Cannon, Star Bolas. Skyweaver: Haywire Cannon, Star BolasSkyweavers [10 PL, 200pts]. Skyweaver: Haywire Cannon, Star Bolas. Skyweaver: Haywire Cannon, Star Bolas. Skyweaver: Haywire Cannon, Star Bolas. Skyweaver: Haywire Cannon, Star Bolas+ Dedicated Transport +Starweaver [4 PL, 80pts]: 2x Shuriken CannonStarweaver [4 PL, 80pts]: 2x Shuriken Cannon++ Battalion Detachment -3CP (Aeldari - Craftworlds) [51 PL, -3CP, 995pts] +++ Configuration +Craftworld Attribute. *Custom Craftworld*: Expert Crafters, Students of VaulDetachment Command Cost [-3CP]+ HQ +Farseer Skyrunner [7 PL, 135pts]: 0. Smite, 2. Doom, 3. Fortune, Ghosthelm, Psyker (Farseer), Ride the Wind, Rune Armour, Runes of the Farseer, Shuriken Pistol, Twin Shuriken Catapult, WitchbladeWarlock Skyrunner [4 PL, 65pts]: 0. Smite, 4. Protect/Jinx, Psyker, Ride the Wind, Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Witchblade+ Troops +Dire Avengers [2 PL, 55pts]: Defence Tactics. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma GrenadesDire Avengers [2 PL, 55pts]: Defence Tactics. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma GrenadesDire Avengers [2 PL, 55pts]: Defence Tactics. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades+ Heavy Support +Falcon [8 PL, 150pts]: Explodes (Hover Tank), Hover Tank, Pulse Laser, Shuriken Cannon, Spirit Stones, Starcannon, TransportFalcon [8 PL, 150pts]: Explodes (Hover Tank), Hover Tank, Pulse Laser, Shuriken Cannon, Spirit Stones, Starcannon, Transport+ Dedicated Transport +Wave Serpent [9 PL, 160pts]: Explodes (Hover Tank), Hover Tank, Serpent Shield, Transport, Twin Shuriken Catapult, Twin StarcannonWave Serpent [9 PL, 170pts]: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones, Transport, Twin Shuriken Catapult, Twin Starcannon++ Total: [102 PL, 9CP, 1,991pts] ++Created with BattleScribe (https://battlescribe.net) Pre-game & Deployment Need to knock out his falcons and wave serpents then I can handle what is left DP will go for the falcons and try to bag 2 when it lands My secondaries -Engage on all fronts -Raise the banners -Warrior Pride Wolf lord has rites of war + hunter + armor of russ Master of sanctity has wise orator + wulfen stone + recitation of focus + canticle of hate Chief librarian has psychic mastery + tome of malcador + Living lighting + Murderous Hurricane + Storm caller + Null zone LFPL has morkai bolts His secondaries -Engage on all fronts -Deploy scramblers -Psychic ritual I deploy main combat force behind LOS wall on the left -BGV -2xJump WG -Wulfen dread Right side is my anvil force -Company vets -Murderfang -Terminators -Chaplain I have a reaction force in the middle -Rune priest -Wolf lord -LS storm I spend 2 CP and put all 3 BCs + cyberwolf in strategic reserve (19 PL total) *This is a new trick I have been using lately instead of outflanking. In test games I had opponents try to blitz my anvil flank and overrun them. The BCs coming out of reserve and directly into charge distance has been a perfect counter to that style of play. LFs go in the DP If the anvil flank holds then my chaplain pushes forward with murderfang and all of a sudden I have 15 obsec BCs in your face too He splits his army fairly evenly on both flanks His falcons are separate so my hope of bagging them with the DP is gone BATREP He wins the roll and goes first His turn Moves forward slightly No shooting or anything...doesn't get on objectives in midfield and tries to hide instead My turn Left flank I push up left side with 1 Jump WG Both jump WG units plant banners. The forward jump WG are exposed to lure him out but have dense and light cover bonuses as well BGV shuffle around and the wolf goes to stand on the objective Wulfen dread runs out into the open to draw his attention as well DP comes down next to the forward deployed jump WG Wolf lord drives near the LFs for reroll 1s and jump WG for obsec I have no chaplain bonus but keen senses and captain reroll is still very reliable Split fire puts 6 shots into the falcon leaves it with 1 remaining and 4 shots into the starweaver with 1 remaining I pop the cherub and finish off the falcon Right flank Chaplain gets recitation of focus on terminators and reroll all hits bubble Terminators move forward and wipe out the harlies in dense cover with SB and frag missiles (dakka dakka dakka!!!) I load the murderfang catapult (he moves as far forward as he can while still covered by company veterans hidden behind and out of LOS) Company vets plant a banner Cyberwolf runs out onto the forward objective as bait Turn 2 He pushes in hard on the left flank Harlies exit starweaver and go flying forward into my lines The 1 wound starweaver falls back out of LOS to his objective TM comes in to party as well Skyweavers and 2 eldar psykers come in further back as support Executioner does 11 mortal wounds to LFs Shurikens finish off the last wound and wipe the LF squad Haywire kills my exposed wulfen dread 1 Jump WG dies from remaining small arms fire He charges in with harlies and TM1 My WG shields tank all his TM1 attacks...totally unexpected outcome here I interupt and kill all his harlies...big swing here and I will survive and keep control of the objective Right flank Dire avengers kill wolf Falcon kills 1 terminator Wave serpent does 0 wounds to terminators (armor of 0) Skyweavers do 1 wound Basically my terminators tank a ton of fire as they were designed to do in this list...I'm happy My turn I counter attack on both flanks I also bring in a BC and wolf to zone out my rear board edge Left flank BGV push up to charge TM1 Rear jump WG get placed into assault doctrine with a command phase CP and move after his psyker characters Wolf lord moves up to charge psyker characters as well Chaplain turboboosts over to give us reroll charge aura Unfortunately he has failed BOTH litanies so I don't get any other bonuses I am able to kill the farseer skyrunner with krak and bolter fire to avenge the LFs I charge into remaining psyker and skyweavers with WG and Wolf lord I use hammer of wrath and get 2 wounds on his psyker (was hoping for all 3 so I could focus on his skyweavers) In combat 2 WG finish the psyker and wolf lord + remaining WG kill 2 skyweavers The BGV and depleted WG fail to kill the TM1 and leave him with 1 wound...TM1 kills another WG Right flank Rune priest moves up and pops null zone near his skyweavers LL for 2 and 2 bounce to the dire avengers I kill all his skyweavers on right flank with shooting from terminators + murderfang + RP bolter (the last wound was RP bolter) Murderfang is launched from his catapult and manages a 6" charge to kill the falcon in melee...he has basically crossed no mans land and is ready to go bonkers in the enemy DZ next turn Turn 3 He counter attacks hard on left flank to save his injured TM with another unit of harlies Skyweavers fall back and line up shots at Murderfang put 3 MW on him TM2 advances past all the fighting into my rear lines to fight BCs TM2 kills 2/5 BC only (I rolled 3 6's for armor saves) Harlies and TM2 kill 3/4 BGV I kill TM1 in return and consolidate into harlies Wave serpent comes in close to use the mortal wound trick on my wolf lord and fire at me Wolf lord takes 2 damage total so he has to charge me Wolf lord and jump WG put 9/13 wounds on the wave serpent and consolidate onto the objective to steal it My turn RP pushes in near his last skyweavers fails his null zone but gets LL off to damage skyweaver and wave serpent RP kills the last surviving skyweaver with his bolter. We are laughing that he is a rune priest sniper In melee I kind of slaughter everything he has within range He has 3 units total remaining. He deploys his final scrambler and runs away to score engage and then we call it Final score & recap 89-47 SW VICTORY!!! My opponent was new to his army and still learning the competitive scene. Great friendly player and we talked tips for his army going forward. His skyweavers need glaives instead of star bolas Told him to replace a TM with shadowseer instead and use all the harlie tricks available to strike and avoid return damage As for my army...it did exactly what I designed it for. The terminators are the main item I am testing right now. Super tanky dakka anvil. They didn't disappoint. I didn't even use keen senses or fury of the first on them. Just let buckets of dakka kill all the space elves that wandered into their kill zone Murderfang did his thing again...he is kind of a beast with the catapult trick and has a huge threat radius Edited March 5, 2021 by TiguriusX Kallas and Konnavaer 2 Back to top Link to comment Share on other sites More sharing options...
ORKILL Posted February 9, 2021 Share Posted February 9, 2021 Pods can no longer carry Termies. Link to comment Share on other sites More sharing options...
TiguriusX Posted February 9, 2021 Author Share Posted February 9, 2021 Pods can no longer carry Termies. "Pod" is the name for the RTTs we play in the T5S2 online community. The terminators are not in a drop pod Karhedron and Kallas 2 Back to top Link to comment Share on other sites More sharing options...
Kallas Posted February 10, 2021 Share Posted February 10, 2021 (edited) Great read One question: "Turn 2 [...] Executioner does 11 mortal wounds to LFs" Executioner (the psychic power) can't possibly do 11 MW, unless this was something else? Edited February 10, 2021 by Kallas TiguriusX 1 Back to top Link to comment Share on other sites More sharing options...
TiguriusX Posted February 10, 2021 Author Share Posted February 10, 2021 Great read One question: "Turn 2 [...] Executioner does 11 mortal wounds to LFs" Executioner (the psychic power) can't possibly do 11 MW, unless this was something else? He rolled boxcars and said it was d6 damage. Rolled a 6 then a 5 for bonus damage after killing a model. If Executioner doesn't get super smite bonus damage then he probably just made an honest mistake. He wasn't too familiar with his rules Link to comment Share on other sites More sharing options...
Kallas Posted February 10, 2021 Share Posted February 10, 2021 Yeah, Executioner doesn't get super Smite bonus damage, it's always d3 (+d3). TiguriusX 1 Back to top Link to comment Share on other sites More sharing options...
TheUnlikelyGamer84 Posted February 10, 2021 Share Posted February 10, 2021 How does the Murderfang catapult work? Link to comment Share on other sites More sharing options...
TiguriusX Posted February 11, 2021 Author Share Posted February 11, 2021 How does the Murderfang catapult work? The catapult requires company vets for the bodyguard rule and ideally some type of LOS blocking terrain The 3" bodyguard bubble extends through the wall so you can move murderfang all the way around the terrain into the clear for a much shorter move to the enemy on a subsequent turn (I call this loading the catapult) On the following turn I leave the safety of the company vets and walk 8" into danger with a reroll charge to help me hit my target (firing the catapult) I also advance the veterans and follow murderfang just in case I fail the charge Basically you get a free turn of movement out of this combo and don't have to hide murderfang behind a wall for safety. He stands in the open and gets a running start to his target and the enemy can't shoot him because company vets make him unshootable Karhedron 1 Back to top Link to comment Share on other sites More sharing options...
TheUnlikelyGamer84 Posted February 11, 2021 Share Posted February 11, 2021 Ok. Seems easy enough. Have you tried using a pod for the vets and using it as LOS blocking? Wouldn’t be necessary in all situations but could help in narrowing some enemy firing lanes while also getting the vets up the board. Maybe even cover an objective with the pod. Link to comment Share on other sites More sharing options...
TiguriusX Posted February 11, 2021 Author Share Posted February 11, 2021 Ok. Seems easy enough. Have you tried using a pod for the vets and using it as LOS blocking? Wouldn’t be necessary in all situations but could help in narrowing some enemy firing lanes while also getting the vets up the board. Maybe even cover an objective with the pod. Relying on a DP to block LOS is bad...the enemy can just shoot the pod to clear it then shoot the company vets once they are exposed and then shoot murderfang when he is exposed I have tried other variations of the idea The most effective was probably 2 separate units of company vets...1 for the DZ and 1 coming down in a drop pod so I could pull the catapult trick further down field I didn't like the conflict it created on where to place my DP with LFs. The company vet hiding spot and the LF MM shooting spot are not usually the same. Ultimately I decided the additional points I was spending weren't worth the trade off. Link to comment Share on other sites More sharing options...
TiguriusX Posted February 16, 2021 Author Share Posted February 16, 2021 (edited) Pod4-Murderfang + Heavy Eradicators SW v Aeldari Map-Surround & Destroy My Army My army has a core of units and small changes here and there This heavy eradicator variant has a 6 man squad of heavy eradicators...I had to remove the terminators LS storm and a single LF-MM to find the points I am testing if I need the hitting power at range and if I can maximize it ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [107 PL, 6CP, 2,000pts] ++ + Configuration [12CP] + **Chapter Selection**: Space Wolves Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP] Detachment Command Cost + Stratagems [-3CP] + Relics of the Chapter [-2CP]: 2x Number of Extra Relics [-2CP] Thane of the Retinue [-1CP] + No Force Org Slot [3 PL, 40pts] + Company Veterans [3 PL, 40pts] . Company Veteran [20pts]: 2x Astartes Chainsword, Frag & Krak grenades . Company Veteran Sergeant [20pts]: 2x Astartes Chainsword, Frag & Krak grenades + HQ [20 PL, -3CP, 410pts] + Captain on Bike [6 PL, -1CP, 130pts]: Frag & Krak grenades, Hunter, Rites of War, Storm shield [10pts], Stratagem: Warrior of Legend [-1CP], The Armour of Russ, Thunder hammer [20pts], Twin boltgun, Warlord Librarian [7 PL, -1CP, 140pts]: 2. Murderous Hurricane, 4. Instincts Awoken, 5. Storm Caller, Boltgun, Chapter Command: Chief Librarian [1 PL, 25pts], Force sword, Frag & Krak grenades, Jump Pack [1 PL, 25pts], Psychic Mastery, Smite, Stratagem: Hero of the Chapter [-1CP], Tome of Malcador Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 5. Recitation of Focus, 6. Canticle of Hate (Aura), Absolver Bolt pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Stratagem: Hero of the Chapter [-1CP], The Wulfen Stone, Twin Bolt rifle, Wise Orator + Troops [18 PL, 270pts] + Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades + Elites [39 PL, 705pts] + Bladeguard Veteran Squad [10 PL, 140pts] . 3x Bladeguard Veteran [105pts]: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted power sword, 3x Storm Shield . Bladeguard Veteran Sergeant [35pts]: Frag & Krak grenades, Heavy Bolt Pistol, Master-crafted power sword, Storm Shield Murderfang [8 PL, 150pts]: Heavy flamer, Storm bolter, The Murderclaws Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] Wulfen Dreadnought [7 PL, 135pts] . Great Wolf Claw and Blizzard Shield [15pts] . . Blizzard Shield [10pts]: Blizzard shield [5pts], Heavy flamer [5pts] . . Great Wolf Claw [5pts]: Great Wolf Claw, Heavy flamer [5pts] + Fast Attack [2 PL, 30pts] + Cyberwolves [1 PL, 15pts] . Cyberwolf [15pts]: Teeth and claws Cyberwolves [1 PL, 15pts] . Cyberwolf [15pts]: Teeth and claws + Heavy Support [21 PL, 475pts] + Eradicator Squad [14 PL, 300pts]: Heavy melta rifle [30pts] . 5x Eradicator [225pts]: 5x Bolt pistol . Eradicator Sgt [45pts]: Bolt pistol Long Fangs [7 PL, 175pts]: Armorium Cherub [5pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades, Morkai's Teeth Bolts . . Boltgun and Bolt Pistol: Bolt pistol, Boltgun + Dedicated Transport [4 PL, 70pts] + Drop Pod [4 PL, 70pts]: Storm bolter ++ Total: [107 PL, 6CP, 2,000pts] ++ Created with BattleScribe (https://battlescribe.net) His Army *warning...he is new and didn't know how to enter...so there is a wall of text with rules and stats included ++ Battalion Detachment 0CP (Aeldari - Craftworlds) [102 PL, 10CP, 2,000pts] ++ + Configuration [12CP] + Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP] . Categories: Configuration Craftworld Attribute . Categories: Configuration, Faction: , Faction: Asuryani . *Custom Craftworld*: Headstrong, Hunters of Ancient Relics . . Abilities: Headstrong, Hunters of Ancient Relics Profiles: . Headstrong: Description:When a charge roll is made for a unit with this attribute, add 1 to the result.| . Hunters of Ancient Relics: Description:Add 1 to the Attacks characteristic of models with this attribute whilst their unit is within 3" of any objective markers.| Detachment Command Cost . Categories: Configuration + HQ [25 PL, 490pts] + Farseer [6 PL, 115pts]: 0. Smite, 1. Guide, 2. Doom, 4: Fate's Messenger, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Warlord, Witchblade . Categories: Faction: Aeldari, Character, Farseer, HQ, Infantry, Psyker, Faction: Warhost, Warlord . Rules: Ancient Doom . Abilities: 4: Fate's Messenger, Battle Focus, Ghosthelm, Rune Armour, Runes of the Farseer, Psychic Power: Doom, Guide, Smite, Psyker: Psyker (Farseer), Unit: Farseer, Weapon: Shuriken pistol, Witchblade . Faolchu's Wing: Remnant of Glory . . Abilities: Faolchu's Wing Profiles: . 4: Fate's Messenger: Description:Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose the wound.| . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Faolchu's Wing: Description:INFANTRY model only. The bearer of Faolchu's Wing has a Move characteristic of 12" and can FLY.| . Ghosthelm: Description:Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored.| . Rune Armour: Description:This model has a 4+ invulnerable save.| . Runes of the Farseer: Description:Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power.| . Doom: Warp Charge:7|Range:24"|Details:If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls for attacks made by Asuryani units from your army against that unit until the start of your next Psychic phase.| . Guide: Warp Charge:7|Range:24"|Details:If manifested, choose a friendly ASURYANI unit within 24" of the psyker. You can re-roll failed hit rolls for that unit's ranged weapons until your next Psychic phase.| . Smite: Warp Charge:5|Range:18"|Details:Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.| . Psyker (Farseer): Cast:2|Deny:2|Powers Known:2 powers from Runes of Fate and one from Runes of Fortune|Other:| . Farseer: M:7"|WS:2+|BS:2+|S:3|T:3|W:5|A:2|Ld:9|Save:6+| . Shuriken pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| . Witchblade: Range:Melee|Type:Melee|S:User|AP:0|D:D3|Abilities:This weapon always wounds on a roll of 2+| Karandras [7 PL, 135pts]: Death by a Thousand Stings, Master of Stealth, Plasma Grenades, Scorpion Chainsword, Scorpion's Claw, Shadow Strike, The Scorpion's Bite . Categories: Faction: Aeldari, Aspect Warrior, Faction: Asuryani, Character, HQ, Infantry, Karandras, Phoenix Lord . Rules: Ancient Doom . Abilities: Battle Focus, Death by a Thousand Stings, Master of Stealth, Shadow Strike, The Scorpion's Bite, Unit: Karandras, Weapon: Plasma Grenade, Scorpion Chainsword, Scorpion's Claw (melee), Scorpion's Claw (shooting) Profiles: . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Death by a Thousand Stings: Description:Each time you roll a hit roll of 6+ when making a close combat attack for Karandras, or a model from a friendly STRIKING SCORPIONS unit within 6" of him, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.| . Master of Stealth: Description:During deployment, you can set up Karandras in the shadows instead of placing him on the battlefield. At the end of any of your Movement phases Karandras can stalk from his hiding place - set him up anywhere on the battlefield that is more than 9" away from any enemy models.| . Shadow Strike: Description:Add 1 to hit rolls for attacks for this unit that target a unit in cover.| . The Scorpion's Bite: Description:At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of Karandras and roll four dice. For each roll of 5 or 6, that unit suffers a mortal wound.| . Karandras: M:7"|WS:2+|BS:2+|S:4|T:4|W:6|A:4|Ld:9|Save:2+| . Plasma Grenade: Range:6"|Type:Grenade D6|S:4|AP:-1|D:1|Abilities:Blast| . Scorpion Chainsword: Range:Melee|Type:Melee|S:+1|AP:0|D:1|Abilities:-| . Scorpion's Claw (melee): Range:Melee|Type:Melee|S:x2|AP:-3|D:D3|Abilities:-| . Scorpion's Claw (shooting): Range:12"|Type:Assault 2|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| Warlock Conclave [12 PL, 240pts]: 0. Smite, 4. Protect/Jinx, 5. Quicken/Restrain, Psyker (Conclave) . Categories: Faction: , Faction: Aeldari, Faction: Asuryani, HQ, Infantry, Psyker, Faction: Warhost, Warlock Conclave . Rules: Ancient Doom . Abilities: Battle Focus, Psychic Power: 4.1 Protect, 4.2 Jinx, 5.1 Quicken, 5.2 Restrain, Smite/Destructor (Conclave), Psyker: Conclave (1-3), Conclave (4-6), Conclave (7-10), Unit: Warlock . Warlock [2 PL, 40pts]: Rune Armour, Shuriken Pistol, Witchblade . . Categories: Faction: , Faction: Aeldari, Faction: Asuryani, Infantry, Psyker, Faction: Warhost, Warlock . . Abilities: Rune Armour, Weapon: Shuriken pistol, Witchblade . Warlock [2 PL, 40pts]: Rune Armour, Shuriken Pistol, Witchblade . . Categories: Faction: , Faction: Aeldari, Faction: Asuryani, Infantry, Psyker, Faction: Warhost, Warlock . . Abilities: Rune Armour, Weapon: Shuriken pistol, Witchblade . Warlock [2 PL, 40pts]: Rune Armour, Shuriken Pistol, Witchblade . . Categories: Faction: , Faction: Aeldari, Faction: Asuryani, Infantry, Psyker, Faction: Warhost, Warlock . . Abilities: Rune Armour, Weapon: Shuriken pistol, Witchblade . Warlock [2 PL, 40pts]: Rune Armour, Shuriken Pistol, Witchblade . . Categories: Faction: , Faction: Aeldari, Faction: Asuryani, Infantry, Psyker, Faction: Warhost, Warlock . . Abilities: Rune Armour, Weapon: Shuriken pistol, Witchblade . Warlock [2 PL, 40pts]: Rune Armour, Shuriken Pistol, Witchblade . . Categories: Faction: , Faction: Aeldari, Faction: Asuryani, Infantry, Psyker, Faction: Warhost, Warlock . . Abilities: Rune Armour, Weapon: Shuriken pistol, Witchblade . Warlock [2 PL, 40pts]: Rune Armour, Shuriken Pistol, Witchblade . . Categories: Faction: , Faction: Aeldari, Faction: Asuryani, Infantry, Psyker, Faction: Warhost, Warlock . . Abilities: Rune Armour, Weapon: Shuriken pistol, Witchblade Profiles: . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Rune Armour: Description:This model has a 4+ invulnerable save.| . 4.1 Protect: Warp Charge:7|Range:18"|Details:Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to the saving throws made for that unit until your next Psychic phase.| . 4.2 Jinx: Warp Charge:7|Range:18"|Details:Choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all saving throws made for that unit against attacks made by Asuryani units from your army until the start of your next Psychic phase.| . 5.1 Quicken: Warp Charge:7|Range:18"|Details:Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - that unit can immediately move as if it were the Movement phase. You cannot use Quicken on a single unit more than once per Psychic phase.| . 5.2 Restrain: Warp Charge:7|Range:18"|Details:Choose an enemy unit within 18" of the psyker - your opponent must halve the Move characteristic of all models in that unit until you next Psychic phase.| . Smite/Destructor (Conclave): Warp Charge:5|Range:9"|Details:When this unit manifests the Smite psychic power, it has a range of 9" rather than 18". In addition, if this unit consists of 1-3 models when it manifests Smite, it only does a single mortal wound. If it consists of 4-6 models when it manifests Smite, it deals D3 mortal wounds. If the result of the psychic test was more than 10, the target suffers D6 mortal wounds instead. If it consists of 7-10 models when it manifests Smite, it always deals D6 mortal wounds.| . Conclave (1-3): Cast:1|Deny:1|Powers Known:2 powers from Runes of Battle and one from Runes of Fortune|Other:If this unit has more than one model, when manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.| . Conclave (4-6): Cast:2|Deny:2|Powers Known:2 powers from Runes of Battle and one from Runes of Fortune|Other:| . Conclave (7-10): Cast:3|Deny:3|Powers Known:2 powers from Runes of Battle and one from Runes of Fortune|Other:| . Warlock: M:7"|WS:3+|BS:3+|S:3|T:3|W:2|A:2|Ld:8|Save:6+| . Shuriken pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| . Witchblade: Range:Melee|Type:Melee|S:User|AP:0|D:D3|Abilities:This weapon always wounds on a roll of 2+| + Troops [6 PL, 165pts] + Dire Avengers [2 PL, 55pts]: Defence Tactics . Categories: Faction: Aeldari, Aspect Warrior, Dire Avengers, Infantry, Troops . Rules: Ancient Doom . Abilities: Battle Focus, Defence Tactics . 4x Dire Avenger [44pts]: 4x Avenger Shuriken Catapult, 4x Plasma Grenades . . Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade . Dire Avenger Exarch [11pts]: Plasma Grenades, Two Avenger Shuriken Catapults . . Unit: Dire Avenger Exarch, Weapon: Avenger Shuriken Catapult, Plasma Grenade . . Exarch Power: Bladestorm . . . Abilities: Bladestorm Profiles: . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Bladestorm: Description:Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a ranged weapon that does not have the Grenade type by a model in this unit, an unmodified hit roll of 6 scores 1 additional hit.| . Defence Tactics: Description:When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.| . Dire Avenger: M:7"|WS:3+|BS:3+|S:3|T:3|W:1|A:1|Ld:8|Save:4+| . Dire Avenger Exarch: M:7"|WS:3+|BS:3+|S:3|T:3|W:2|A:2|Ld:8|Save:4+| . Avenger Shuriken Catapult: Range:18"|Type:Assault 2|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| . Plasma Grenade: Range:6"|Type:Grenade D6|S:4|AP:-1|D:1|Abilities:Blast| Dire Avengers [2 PL, 55pts]: Defence Tactics . Categories: Faction: Aeldari, Aspect Warrior, Dire Avengers, Infantry, Troops . Rules: Ancient Doom . Abilities: Battle Focus, Defence Tactics . 4x Dire Avenger [44pts]: 4x Avenger Shuriken Catapult, 4x Plasma Grenades . . Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade . Dire Avenger Exarch [11pts]: Plasma Grenades, Two Avenger Shuriken Catapults . . Unit: Dire Avenger Exarch, Weapon: Avenger Shuriken Catapult, Plasma Grenade . . Exarch Power: Bladestorm . . . Abilities: Bladestorm Profiles: . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Bladestorm: Description:Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a ranged weapon that does not have the Grenade type by a model in this unit, an unmodified hit roll of 6 scores 1 additional hit.| . Defence Tactics: Description:When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.| . Dire Avenger: M:7"|WS:3+|BS:3+|S:3|T:3|W:1|A:1|Ld:8|Save:4+| . Dire Avenger Exarch: M:7"|WS:3+|BS:3+|S:3|T:3|W:2|A:2|Ld:8|Save:4+| . Avenger Shuriken Catapult: Range:18"|Type:Assault 2|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| . Plasma Grenade: Range:6"|Type:Grenade D6|S:4|AP:-1|D:1|Abilities:Blast| Dire Avengers [2 PL, 55pts]: Defence Tactics . Categories: Faction: Aeldari, Aspect Warrior, Dire Avengers, Infantry, Troops . Rules: Ancient Doom . Abilities: Battle Focus, Defence Tactics . 4x Dire Avenger [44pts]: 4x Avenger Shuriken Catapult, 4x Plasma Grenades . . Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade . Dire Avenger Exarch [11pts]: Plasma Grenades, Two Avenger Shuriken Catapults . . Unit: Dire Avenger Exarch, Weapon: Avenger Shuriken Catapult, Plasma Grenade . . Exarch Power: Bladestorm . . . Abilities: Bladestorm Profiles: . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Bladestorm: Description:Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a ranged weapon that does not have the Grenade type by a model in this unit, an unmodified hit roll of 6 scores 1 additional hit.| . Defence Tactics: Description:When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.| . Dire Avenger: M:7"|WS:3+|BS:3+|S:3|T:3|W:1|A:1|Ld:8|Save:4+| . Dire Avenger Exarch: M:7"|WS:3+|BS:3+|S:3|T:3|W:2|A:2|Ld:8|Save:4+| . Avenger Shuriken Catapult: Range:18"|Type:Assault 2|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| . Plasma Grenade: Range:6"|Type:Grenade D6|S:4|AP:-1|D:1|Abilities:Blast| + Elites [32 PL, -2CP, 625pts] + Howling Banshees [6 PL, -1CP, 90pts]: Acrobatic, Banshee Mask . Categories: Faction: , Faction: Aeldari, Aspect Warrior, Faction: Asuryani, Infantry, Howling Banshees, Elites . Rules: Ancient Doom . Abilities: Acrobatic, Banshee Mask, Battle Focus . 5x Howling Banshee [75pts]: 5x Power Sword, 5x Shuriken Pistol . . Unit: Howling Banshee, Weapon: Power sword, Shuriken pistol . Howling Banshee Exarch [-1CP, 15pts]: Shuriken Pistol & Power Sword . . Unit: Howling Banshee Exarch, Weapon: Power sword, Shuriken pistol . . Exarch Power [-1CP]: Exemplar of the Banshee Shrine [-1CP], Graceful Avoidance, War Shout . . . Abilities: Graceful Avoidance, War Shout Profiles: . Acrobatic: Description:This unit can Advance and charge in the same turn. In a turn in which it Advanced, you can declare a charge move for this unit if there are any enemy units within 15" of it, and you can add 3 to the resulting charge roll.| . Banshee Mask: Description:Enemy units cannot fire Overwatch at this unit.| . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Graceful Avoidance: Description:Whilst this unit contains a Howling Banshee Exarch, when a model in this unit would lose a wound in the Fight phase, roll one D6; on a 5+ that wound is not lost.| . War Shout: Description:If this unit contains a Howling Banshee Exarch, then when resolving an attack made with a melee weapon against this unit, subtract 1 from the hit roll.| . Howling Banshee: M:8"|WS:3+|BS:3+|S:3|T:3|W:1|A:2|Ld:8|Save:4+| . Howling Banshee Exarch: M:8"|WS:3+|BS:3+|S:3|T:3|W:2|A:3|Ld:8|Save:4+| . Power sword: Range:Melee|Type:Melee|S:+1|AP:-3|D:1|Abilities:-| . Shuriken pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| Striking Scorpions [6 PL, -1CP, 135pts]: Mandiblasters, Masters of Stealth, Shadow Strike . Categories: Faction: , Faction: Aeldari, Aspect Warrior, Faction: Asuryani, Elites, Infantry, Striking Scorpions . Rules: Ancient Doom . Abilities: Battle Focus, Mandiblasters, Masters of Stealth, Shadow Strike . 9x Striking Scorpion [117pts]: 9x Plasma Grenades, 9x Scorpion Chainsword, 9x Shuriken Pistol . . Unit: Striking Scorpion, Weapon: Plasma Grenade, Scorpion Chainsword, Shuriken pistol . Striking Scorpion Exarch [-1CP, 18pts]: Biting Blade [5pts], Plasma Grenades, Shuriken Pistol . . Unit: Striking Scorpion Exarch, Weapon: Biting Blade, Plasma Grenade, Shuriken pistol . . Exarch Power [-1CP]: Exemplar of the Scorpion Shrine [-1CP], Scorpion's Sting, Sustained Attack . . . Abilities: Scorpion's Sting, Sustained Attack Profiles: . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Mandiblasters: Description:At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of a 6, the enemy unit suffers a mortal wound.| . Masters of Stealth: Description:During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases this unit can stalk from their hiding place - set it up anywhere on the battlefield that is more than 9" away from enemy models.| . Scorpion's Sting: Description:Whilst this unit contains a Striking Scorpion Exarch, add 1 to rolls made for this unit’s Mandiblasters ability.| . Shadow Strike: Description:Add 1 to hit rolls for attacks for this unit that target a unit in cover.| . Sustained Attack: Description:Each time you roll a hit roll of 6+ when making a close combat attack for a Striking Scorpion Exarch, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.| . Striking Scorpion: M:7"|WS:3+|BS:3+|S:3|T:3|W:1|A:2|Ld:8|Save:3+| . Striking Scorpion Exarch: M:7"|WS:3+|BS:3+|S:3|T:3|W:2|A:3|Ld:8|Save:3+| . Biting Blade: Range:Melee|Type:Melee|S:+2|AP:-1|D:2|Abilities:-| . Plasma Grenade: Range:6"|Type:Grenade D6|S:4|AP:-1|D:1|Abilities:Blast| . Scorpion Chainsword: Range:Melee|Type:Melee|S:+1|AP:0|D:1|Abilities:-| . Shuriken pistol: Range:12"|Type:Pistol 1|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| Wraithblades [20 PL, 400pts]: Fires of Wrath, Ghostswords, 10x Wraithblade [400pts] . Categories: Elites, Wraithblades, Faction: , Faction: Aeldari, Faction: Asuryani, Infantry, Faction: Spirit Host, Wraith Construct . Rules: Ancient Doom . Abilities: Fires of Wrath, Unit: Wraithblade, Weapon: Ghostswords Profiles: . Fires of Wrath: Description:Add 1 to the Attacks characteristic of models in this unit in a turn in which it charges.| . Wraithblade: M:5"|WS:3+|BS:3+|S:5|T:6|W:3|A:2|Ld:9|Save:3+| . Ghostswords: Range:Melee|Type:Melee|S:+1|AP:-3|D:1|Abilities:Each time the bearer fights, it can make 1 additional attack with this weapon.| + Fast Attack [15 PL, 315pts] + Shining Spears [15 PL, 315pts]: Aerobatic Grace, Ride the Wind . Categories: Faction: , Faction: Aeldari, Aspect Warrior, Faction: Asuryani, Biker, Fast Attack, Fly, Shining Spears . Rules: Ancient Doom . Abilities: Aerobatic Grace, Battle Focus, Ride the Wind . 8x Shining Spear [280pts]: 8x Laser Lance, 8x Twin Shuriken Catapult . . Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult . Shining Spear Exarch [35pts]: Laser Lance, Twin Shuriken Catapult . . Unit: Shining Spear Exarch, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult . . Exarch Power: Skilled Rider . . . Abilities: Skilled Rider Profiles: . Aerobatic Grace: Description:Models in this unit have a 4+ invulnerable save against ranged weapons.| . Battle Focus: Description:If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.| . Ride the Wind: Description:When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.| . Skilled Rider: Description:This unit’s Shining Spear Exarch has a 3+ invulnerable save against attacks made with ranged weapons.| . Shining Spear: M:16"|WS:3+|BS:3+|S:3|T:4|W:2|A:2|Ld:8|Save:3+| . Shining Spear Exarch: M:16"|WS:3+|BS:3+|S:3|T:4|W:3|A:3|Ld:8|Save:3+| . Laser Lance (melee): Range:Melee|Type:Melee|S:User|AP:-4|D:2|Abilities:If the bearer charged this turn, attacks with this weapon are made at Strength 6.| . Laser Lance (shooting): Range:6"|Type:Assault 1|S:6|AP:-4|D:2|Abilities:-| . Twin Shuriken Catapult: Range:12"|Type:Assault 4|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| + Heavy Support [24 PL, 405pts] + Falcon [8 PL, 135pts]: Bright Lance [20pts], Explodes (Hover Tank), Hover Tank, Pulse Laser, Transport, Twin Shuriken Catapult . Categories: Faction: Aeldari, Falcon, Fly, Heavy Support, Transport, Vehicle, Faction: Warhost . Abilities: Explodes (Hover Tank), Hover Tank, Transport: Transport (Falcon), Unit: Falcon, Weapon: Bright Lance, Pulse Laser, Twin Shuriken Catapult, Wound Track: Falcon 1., Falcon 2., Falcon 3. Profiles: . Explodes (Hover Tank): Description:When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.| . Hover Tank: Description:Distance and ranges are always measured to and from this model's hull, even though it has a base.| . Transport (Falcon): Capacity:A Falcon can Transport 6 PHOENIX LORD or INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.| . Falcon: M:*|WS:6+|BS:*|S:6|T:7|W:12|A:*|Ld:8|Save:3+| . Bright Lance: Range:36"|Type:Heavy 1|S:8|AP:-4|D:D6|Abilities:-| . Pulse Laser: Range:48"|Type:Heavy 2|S:8|AP:-3|D:3|Abilities:-| . Twin Shuriken Catapult: Range:12"|Type:Assault 4|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| . Falcon 1.: Remaining W:7-12+|Characteristic 1:16"|Characteristic 2:3+|Characteristic 3:3| . Falcon 2.: Remaining W:4-6|Characteristic 1:12"|Characteristic 2:4+|Characteristic 3:D3| . Falcon 3.: Remaining W:1-3|Characteristic 1:8"|Characteristic 2:5+|Characteristic 3:1| Falcon [8 PL, 135pts]: Bright Lance [20pts], Explodes (Hover Tank), Hover Tank, Pulse Laser, Transport, Twin Shuriken Catapult . Categories: Faction: Aeldari, Falcon, Fly, Heavy Support, Transport, Vehicle, Faction: Warhost . Abilities: Explodes (Hover Tank), Hover Tank, Transport: Transport (Falcon), Unit: Falcon, Weapon: Bright Lance, Pulse Laser, Twin Shuriken Catapult, Wound Track: Falcon 1., Falcon 2., Falcon 3. Profiles: . Explodes (Hover Tank): Description:When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.| . Hover Tank: Description:Distance and ranges are always measured to and from this model's hull, even though it has a base.| . Transport (Falcon): Capacity:A Falcon can Transport 6 PHOENIX LORD or INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.| . Falcon: M:*|WS:6+|BS:*|S:6|T:7|W:12|A:*|Ld:8|Save:3+| . Bright Lance: Range:36"|Type:Heavy 1|S:8|AP:-4|D:D6|Abilities:-| . Pulse Laser: Range:48"|Type:Heavy 2|S:8|AP:-3|D:3|Abilities:-| . Twin Shuriken Catapult: Range:12"|Type:Assault 4|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| . Falcon 1.: Remaining W:7-12+|Characteristic 1:16"|Characteristic 2:3+|Characteristic 3:3| . Falcon 2.: Remaining W:4-6|Characteristic 1:12"|Characteristic 2:4+|Characteristic 3:D3| . Falcon 3.: Remaining W:1-3|Characteristic 1:8"|Characteristic 2:5+|Characteristic 3:1| Falcon [8 PL, 135pts]: Bright Lance [20pts], Explodes (Hover Tank), Hover Tank, Pulse Laser, Transport, Twin Shuriken Catapult . Categories: Faction: Aeldari, Falcon, Fly, Heavy Support, Transport, Vehicle, Faction: Warhost . Abilities: Explodes (Hover Tank), Hover Tank, Transport: Transport (Falcon), Unit: Falcon, Weapon: Bright Lance, Pulse Laser, Twin Shuriken Catapult, Wound Track: Falcon 1., Falcon 2., Falcon 3. Profiles: . Explodes (Hover Tank): Description:When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.| . Hover Tank: Description:Distance and ranges are always measured to and from this model's hull, even though it has a base.| . Transport (Falcon): Capacity:A Falcon can Transport 6 PHOENIX LORD or INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.| . Falcon: M:*|WS:6+|BS:*|S:6|T:7|W:12|A:*|Ld:8|Save:3+| . Bright Lance: Range:36"|Type:Heavy 1|S:8|AP:-4|D:D6|Abilities:-| . Pulse Laser: Range:48"|Type:Heavy 2|S:8|AP:-3|D:3|Abilities:-| . Twin Shuriken Catapult: Range:12"|Type:Assault 4|S:4|AP:0|D:1|Abilities:Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.| . Falcon 1.: Remaining W:7-12+|Characteristic 1:16"|Characteristic 2:3+|Characteristic 3:3| . Falcon 2.: Remaining W:4-6|Characteristic 1:12"|Characteristic 2:4+|Characteristic 3:D3| . Falcon 3.: Remaining W:1-3|Characteristic 1:8"|Characteristic 2:5+|Characteristic 3:1| ++ Total: [102 PL, 10CP, 2,000pts] ++ Created with BattleScribe (https://battlescribe.net) Pregame & Deployment My goal is to hunt his falcons with range...if I can bag 2 with the LF DP I will His spears scare me and need to be dealt with in melee His wraiths are a threat but with no invulnerable I can melta them from range My secondary Engage on all fronts Raise the banners Warrior Pride DP LF BC Reserve Murderfang Wolf DS WG1 I also combat squad the eradicators I figure 6 shots are enough to kill a falcon...i only need to expose half the squad to return fire to achieve my goal His secondary Engage on all fronts Deploy scramblers Surround them Reserve Wraithguard Striking scorpions Karandras I start asking if he has tricks beyond his 8's to charge ***BIG reveal comes out...he is new and thought he could quicken his wraith upon arriving (his list makes MUCH more sense with this info)...we caught that pregame so he wasn't surprised at trying to pull it mid game He puts empty falcons on the flanks Howling banshee inside the falcon in middle BATREP He wins the roll and goes first (3 game streak of going second for me now) Turn 1 Very conservative turn from him Cautious movement of spears to attack me next turn but that is about it He casts protect on his spears as well Nothing else of note...he wants me to come out My turn The easy decision first...BGV and Company vets put banners and then I focus on what I need to fight I decide I have to aggressively go after his spears. If I leave them he can hit whatever he wants and hard. He could wipe all my eradicators and that would be bad So you know the drill...activate battleplan YOLO!!!! Chaplain fails +2 charge but gets reroll all hits This will make things more difficult...need a 9 with BCs now I put wolf lord in assault doctrine and advance in close Cyberwolf gets a good advance and joins the wolf lord I decide to bring DP nearby and to fire at falcon and bait fire from wolf lord I find a spot where BCs are technically in range to charge as well Chaplain moves to give wulfen stone bonus but stay in range of eradicators for a turn 2 buff...he is exposed but it can't be helped I cast instincts awoken on BC1 LFs easily kill his falcon with melta (1 was in bonus damage range). The LF PL marks the spears with morkai bolts. I decided I need the help in the melee to come Cyber wolf charges in first and he declines to overwatch Wolf lord charges in next BC1 roll 5 and reroll to a 10 to make charge BC2 boxcar out of the DP and make charge on the first roll...WOOOO we are in business now! He puts -1 to hit on spears so everything I have hits on 3s BC1 activates savage strike and land 12 wounds. He only fails 4 armor saves so I kill 2 spears BC2 manage to push 5 wounds through to kill 2 more and injure 1 Cyberwolf kills the wounded spear! This saves me a TH hit from being wasted Wolf lord gets wulfen stone buff and puts 6 TH wounds on...he saves 4/6 5+ rolls 2 spears remain and I can't complain b/c I got insane charges LOL...he can have his luck too He swings back and kills 1 BC He also spends CP to auto pass morale Turn 2 He comes out to punish my forward units Middle falcon comes out Banshees go after LFs Spears fall back to go hide Guides Falcon Dooms the LF Super smites BC2 for 6 MW leaving 1 alive (this is the boxcar BC charge...they like 6s apparently) Follow up smite kills him and wipes the squad Jinx on wolf lord Shuriken from warlocks put 1 wound on cyberwolf Dire avengers split fire to kill cyberwolf and kill 1 BC1 I still have LOS in place to prevent falcon from shooting wolf lord so he can't kill my wolf lord Falcon kills 2/4 remaining BC1 but he has no more shooting units to pick off the exposed wolf lord or chaplain Banshees get +4 on charge to hit LFs from 12 Warlocks charge wolf lord (alternative was get HI so he chose to come in and get bonus attacks for being near objective) Banshees only put 5 wounds on LFs LFs kill 2 with return punching Warlocks saves 6/6 BC wounds Wolf lord kills 3/6 warlocks Warlocks do 0 damage to wolf lord and kill 1/2 BC1 and I lose the last to morale Warlocks also fail morale and lose 2/3 My turn This is a fallback turn...I have wiped out his main offensive threat and scored a hold more I need to regroup and take the advantage I have won. I focus on zoning out my DZ to deny him scrambler drops Chaplain gives eradicators +1 to hit but fails canticle of hate a 2nd time I fall back to safety with chaplain Wolf lord falls back from the last warlock and takes the old chaplain spot to give his reroll bubble to eradicators while also keeping the objective and hugging a wall Left flank I move the wulfen dread out to block space WG move forward to block more space and plant a banner while there I use keen senses and pop a falcon with the eradicators (loving the +2 damage at 24"s) BGV kill the warlock with pistols at 18" LFs lose 2/3 in melee and do nothing to the howling banshees Thats it...I gave up a chance to score Warrior pride to position myself for late game Turn 3 He brings in striking scorpions near WG on objective 3 He brings in wraiths near wolf lord in middle He dooms the BGV Smites DP for 2 Falcon fails to wound wulfen dread Spears kill 1/5 WG with shooting Dire avengers put 4 wounds on BGV (rolled 4 1s) Spears kill 1/4 WG with melee I get 4 exploding hits and rip them to shreds in return LFPL kills 2 banshees with chainsword and dies to return strike *Side note...LFs and banshees both missed ALL pistol shots...this was obviously an honor duel My turn Chaplain gets recitation of focus on eradicators and +2 charge finally goes off I drop WG in his back lines for engage points and to threaten his objectives Super smite for 6 on falcon DP kills a banshee and his exarch has 1 wound remaining I kill 4 wraiths with buffed eradicators I kill dire avengers on right flank with bolter and eradicator fire I make all my charges Scorpions put 3 MW on me for charging and drop me to 2 WG left WG kill 7/8 exarch remains Scorpion exarch survivor swings back and kills 1 leaving pack leader only Wulfen dread kills falcon BCs blender the dire avengers Turn 4 We speed play the end b/c units almost wiped out He moves to earn engage My turn I get charges and kill what I need Turn 5 Nothing moves or happens...game and final score basically set already Final and recap 89-52 SW win!!! My opponent was obviously new to online 40k and changes to 9th in general I took the time to point out stuff all game and help him along I was nervous turn 1 but in cruise control after I got lucky charges The eradicators were awesome and did exactly what I wanted...a big 24" no fly zone or you die to super melta shots For those who wanted murderfang stories...sorry. Didn't even need him this game. I brought him in my DZ just to fortify my defenses in case he sent a unit over Edited February 16, 2021 by TiguriusX Konnavaer, Karhedron, Kallas and 1 other 4 Back to top Link to comment Share on other sites More sharing options...
NightHowler Posted February 17, 2021 Share Posted February 17, 2021 Congrats on the win! TiguriusX 1 Back to top Link to comment Share on other sites More sharing options...
Karhedron Posted February 17, 2021 Share Posted February 17, 2021 I must say, I am liking the LC/SS Wolf Guard. They look like they have a good combination of hitting power, durability and mobility for their points. How do you find they are working for you? Would you say it is worth putting something heavier like a TH on the Pack Leader or is it Claws all the way? TiguriusX 1 Back to top Link to comment Share on other sites More sharing options...
TiguriusX Posted February 17, 2021 Author Share Posted February 17, 2021 I must say, I am liking the LC/SS Wolf Guard. They look like they have a good combination of hitting power, durability and mobility for their points. How do you find they are working for you? Would you say it is worth putting something heavier like a TH on the Pack Leader or is it Claws all the way? The marine meta in my gaming community is all Vanguard vets with jump with LC/SS Everything from white scars to raven guard and death watch have a core of VV You can fight anything in the game including flyers and the reroll wounds is huge Some sprinkle THs in...but mostly LC get the job done With all the transhuman and -1 damage rules a bucket of LC wounds is reliable and never degrades Space wolves have savage strike so we can hammer a high T target even better We also have frost claws if you want a S5 D2 option They are awesome for me and mobility is something I value. Only bad game was v tau because I am a dumb ass and didn't have experience. Tau indirect LOS with +1 to hit "fly" means I should deep strike in future games and not be target practice Kallas and Karhedron 2 Back to top Link to comment Share on other sites More sharing options...
Jorin Helm-splitter Posted February 17, 2021 Share Posted February 17, 2021 @Karhedron - I think in general sprinkling in a TH or two would be good ideal. I wouldn't recommend it if your list looks TiguriusX's from this battle report though. The list already has a ton of 3 damage tools between the melta, dreads,and the wolf lord. Plus I think the LC/SS loadout may be at the sweet spot if deathguard and deathwing become common sights. The re-rolls are good against transhuman, and aren't affected by damage reduction. TiguriusX and Karhedron 2 Back to top Link to comment Share on other sites More sharing options...
Bjorn Firewalker Posted February 18, 2021 Share Posted February 18, 2021 Congratulations on your victory! TiguriusX 1 Back to top Link to comment Share on other sites More sharing options...
OldWherewolf Posted February 20, 2021 Share Posted February 20, 2021 + HQ [20 PL, -3CP, 410pts] + Captain on Bike [6 PL, -1CP, 130pts]: Frag & Krak grenades, Hunter, Rites of War, Storm shield [10pts], Stratagem: Warrior of Legend [-1CP], The Armour of Russ, Thunder hammer [20pts], Twin boltgun, Warlord Question: Why the Storm Shield? He's already got a 2+/4+ from the AoR, the SS just brings him up to a 1+/4+. It's perfectly valid for ignoring AP1, but I wonder if the points would be better spent on giving a pair of SS to the vets as they are ablative wounds for Murderfang. Link to comment Share on other sites More sharing options...
TiguriusX Posted February 20, 2021 Author Share Posted February 20, 2021 + HQ [20 PL, -3CP, 410pts] + Captain on Bike [6 PL, -1CP, 130pts]: Frag & Krak grenades, Hunter, Rites of War, Storm shield [10pts], Stratagem: Warrior of Legend [-1CP], The Armour of Russ, Thunder hammer [20pts], Twin boltgun, Warlord Question: Why the Storm Shield? He's already got a 2+/4+ from the AoR, the SS just brings him up to a 1+/4+. It's perfectly valid for ignoring AP1, but I wonder if the points would be better spent on giving a pair of SS to the vets as they are ablative wounds for Murderfang. The stormshield is a must take IMO. Prevents chaff and other buckets of dice from taking me out. I gladly save on 2s instead of 3s v AP1 I use the wolf lord and obsec aggressively. If the wolf lord survives to the late game I will gladly turboboost him all alone to contest and fight units holding an objective. Sometimes that extra armor means the difference between losing his last wound or staying alive. Karhedron and svane jotunsbane 2 Back to top Link to comment Share on other sites More sharing options...
TiguriusX Posted February 20, 2021 Author Share Posted February 20, 2021 Pod1-Muderfang + Terminators Sweep and clear v Space Wolves My army Battalion Pod 1 No Force Org 40 2xCompany Vets + 2xCS/CS HQ 100 Captain on Bike 30 TH/SS 140 Master of Sanctity on Bike 115 Chief Librarian 25 Jump Troops 90 5xBC 90 5xBC 90 5xBC Elite 150 Murderfang 135 Wulfen Dread Claw/Shield 2xHF 95 5xWolf Guard 45 Jump + 4xLC/SS + LC/SS 95 5xWolf Guard 45 Jump + 4xLC/SS + LC/SS 140 4xBladeguard Veterans 165 5xWGTDA SB/SS 25 CML Heavy 108 6xLong Fangs 105 5xMulti-Melta + Armorium Cherub Fast Attack 15 Cyberwolf 15 Cyberwolf 15 Cyberwolf Transport 70 Drop Pod 55 LS Storm 1998 Total His army ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [106 PL, 8CP, 2,000pts] ++ + Configuration + **Chapter Selection**: Space Wolves Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Deeds and Sagas [Reference] Detachment Command Cost Gametype: Matched + Stratagems + Relics of the Chapter [-1CP]: Number of Extra Relics Thane of the Retinue [-1CP] + HQ + Chaplain [7 PL, -1CP, 130pts]: 3. Exhortation of Rage, 6. Canticle of Hate (Aura), Bolt pistol, Chapter Command: Master of Sanctity, Jump Pack, Stratagem: Hero of the Chapter, The Wulfen Stone, Wise Orator Librarian [6 PL, 115pts]: 1. Living Lightning, 4. Instincts Awoken, Bolt pistol, Force sword, Jump Pack Lieutenants [6 PL, -1CP, 125pts] . Wolf Guard Battle Leader on Thunderwolf: Hunter, Resolve of the Bear, Storm shield, Stratagem: Warrior of Legend, The Armour of Russ, Thunder hammer, Warlord + Troops + Blood Claws [13 PL, 210pts] . 8x Blood Claw: 8x Astartes Chainsword, 8x Bolt pistol, 8x Frag & Krak grenades . Blood Claw Pack Leader: Power fist . Wolf Guard Pack Leader: Storm shield, Thunder hammer Grey Hunters [6 PL, 95pts]: 4x Astartes Chainsword . Grey Hunter Pack Leader: Astartes Chainsword . 4x Grey Hunter w/Bolt Pistol: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades Incursor Squad [5 PL, 105pts] . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades . Incursor Sergeant + Elites + Venerable Dreadnought [8 PL, 140pts]: Multi-melta . Great Wolf Claw w/Storm bolter Venerable Dreadnought [8 PL, 140pts]: Multi-melta . Great Wolf Claw w/Storm bolter Wolf Guard Terminators [9 PL, 220pts] . Wolf Guard in Terminator Armour: Storm shield, Thunder hammer . Wolf Guard in Terminator Armour: Storm shield, Thunder hammer . Wolf Guard in Terminator Armour: Lightning Claw, Storm bolter . Wolf Guard in Terminator Armour with Heavy Weapon: Chainfist, Cyclone Missile Launcher and Storm Bolter . Wolf Guard Terminator Pack Leader: Chainfist, Storm bolter + Fast Attack + Skyclaws [13 PL, 200pts] . Skyclaw . Skyclaw . Skyclaw . Skyclaw . Skyclaw . Skyclaw . Skyclaw . Skyclaw Pack Leader: Bolt pistol, Power fist . Wolf Guard Skyclaw Pack Leader: Frost Weapon, Lightning Claw, Lightning Claw Thunderwolf Cavalry [14 PL, 305pts] . Thunderwolf Cavalry: Storm shield, Thunder hammer . Thunderwolf Cavalry: Lightning Claw, Storm shield . Thunderwolf Cavalry: Lightning Claw, Storm shield . Thunderwolf Cavalry: Storm shield, Thunder hammer . Thunderwolf Cavalry Pack Leader: Storm shield, Thunder hammer + Heavy Support + Eradicator Squad [7 PL, 135pts]: Melta rifle . 2x Eradicator: 2x Bolt pistol . Eradicator Sgt + Dedicated Transport + Rhino [4 PL, 80pts]: Storm bolter ++ Total: [106 PL, 8CP, 2,000pts] ++ Created with BattleScribe (https://battlescribe.net) Pregame & Deployment This is my SW battle brother in the community He was the first player I ever had a game against in a pod using TTS We chat all the time about what new things we are experimenting with and find it funny we always fight when in the same pod. I think we are 2-2 head to head right now I know the basics of his list and predict a slugfest melee brawl No tricks to deployment other than Murderfang Will meet him in the middle and SMASH!!! If he comes in close I will use my LFs for a null zone strike Otherwise they are assigned dread hunting duty from long range If I can drop and fire at 24" I might get 2 rounds out of them My secondaries Direct assault Domination Warrior Pride I am changing my usual relic and WL traits around for this game I turn my chaplain into a SMASH chaplain by giving him the chaplain relic benediction of fury and mantra of strength This will pump him up to 4 damage a swing and threaten TWC and dreads with duty eternal That means no wulfen stone or recitation of focus this time I also dump the morkai bolts and give one of the WG a frost claw upgrade My rune priest drops storm caller and replaces it with living lightning Figure he doesn't have much shooting so I don't really need storm caller His secondaries Engage on all fronts Assassinate Warrior Pride His choices have me surprised to be honest...was expecting a clash of armies I put LF in the DP Terminators deep strike I deploy on the line with the Murderfang catapult primed and ready to hit anything going mid board If he charges Murderfang and I die I will just fight on death and not care Anything surviving after that will be swarmed by my army and ripped to pieces anyways Wulfen dread and BGV are up close on the left flank just hiding enough to avoid MM from his dread He puts BC in rhino Chaplain deep strike Skyclaws deep strike Eradicators outflank Places incursors on objective 4 to start the game BATREP He wins the roll and goes first He pushes up conservatively Rhino advances behind the wall and is in position to dump BCs on objective 2 but not touching it Dread1 moves up to shoot BCs on far right Terminators get a 1 for advance and shuffle to the close side of the wall He fans out to block space with GH and incursors Casts instincts on terminators Kills 1 BC with melta at long range *forgot to get a screenshot b/c we are practicing clocks My turn Chaplain chants mantra of strength and reroll all hits He hasn't taken objectives so I decide to send wolves out to capture the nearby objectives and slow play for a counter attack I also spread out to prevent his incoming skyclaw chaplain combo attack He denies a smite on his terminators However that leaves him no more denies so I successfully cast murderous hurricane on them I do see a shot for my LFs so I line up both dreads and move murderfang and other characters to support them I split fire and roll HORRIBLY Dread1 with bonus damage is at 2 wounds Dread2 with no bonus damage is at 1 wound I pop the cherub and kill the nearby dread I score both direct assault and domination Turn 2 He uses wisdom of the ancients on his surviving dread for reroll hits BCs hop out of rhino and stay behind the wall Rhino drives around to touch the objective and contest it from my wolf Terminators move up close to my wulfen dread TWC move to objective 4 Skyclaws and chaplain drop to charge LFs and BCs Eradicators arrive to support his terminators on the left side of the map He puts MH on murderfang Kills cyberwolf in middle with incursor bolter fire Fails to kill cyberwolf on objective 2 with SB from rhino and terminators (I make 5 4+ saves) Decides to fire his dread MM at the wolf to clear it...my wulfen dread is happy Eradicators fire at BGV...I use transhuman and it prevents 1 BGV make all 3 4++ saves and take nothing from his eradicators Incursors charge LFs Skyclaws charge LF and BC Terminators charge wulfen dread Dread charges wulfen dread I use 6" HI and put BGV into his terminators who attack last b/c MH His dread only puts 2 damage on my wulfen dread (shield made 3 4++ saves) Incursors kill 3 LF and consolidate into DP but I pull the surviving LF out of combat from skyclaws Skyclaws kill BCs and consolidate into DP For my return swings I start with my wulfen dread and focus on his terminators Terminators burn a CP and save 3/5 wulfen claws BGV manage to finish off the remaining terminators and consolidate onto the objective earning me back some primary points LFs put 2 wounds on incursors My turn I decide I will mop up the bottom left flank now that he has no more reinforcements coming WG1 and WG2 push out towards the BCs BGV walk around the rhino and go towards the eradicators I cast smite to finish off his dread but he denies with an 11 I then cast MH on his BCs bottom left in case I fail my charges Murderfang flames a TWC for 3 and LS storm finishes it Wulfen dread fails to flame his way out of combat and has to take a blow from the dread before he can swing Top right flank I decide I will keep delaying his TWC and play defensive Chaplain buffs mantra of strength and reroll all hits again I put assault doctrine on my wolf lord LFs fall back and form a picket line to block TWC movement I move murderfang to mop up incursors Wolf lord company vets and BCs move to charge his sky claws I make all charges except for a WG unit With armor of russ on his sky claws and MH on his BCs I don't need to worry about interrupts BGV roll a TON of 3s to wound and only kill 1 eradicator WG kill 5 BCs but the TH/PF are alive Super fail combat on Skyclaws Kill 3 total with wolf lord company vets and BC combined (wolf lord rolled 4 1s between hits/wounds Skyclaws kill company vets in return His dread puts 4 wounds on wulfen dread Wulfen dread kills him in return Murderfang wipes incursors WG storm shields tank PF and TH from his BCs Turn 3 We talk it out and think the game is over...play for points and final score now Smite kills 1 LF MH gets put on murderfang He makes all charges in top right corner Rune priest kills last LF Murderfang dies but kills battleleader on death Wulfen dread HI into rhino and kills it WG kill all but 1 BC My turn I clear bottom left corner and fall back to delay fight top right Turn 4 He chases wolf lord into corner and kills him I'm fine with it b/c his TWC are a non factor My turn I keep scoring points and avoiding his TWC Chaplain drives away to avoid being assassinated He finishes off my terminators with TWC Turn 5 He runs TWC back to his DZ to prevent my BGV from reaching it My turn I finish scoring and wrap it up Final and recap 91-76 SW victory!!! The moment of the game was the BGV HI and killing of his terminators. It shifted the balance and set up my dominance in that corner of the map He wishes he had simply fired eradicators and dread at my wulfen dread instead I'm happy with the outcome. I made my list to have enough shooting to help tip the scales when I face another melee army. Although my LF didn't clear both dreads...they did clear 1 and draw fire so my support units could move into place I am now 2-0 and moving into the semi finals Karhedron, NightHowler and Konnavaer 3 Back to top Link to comment Share on other sites More sharing options...
NightHowler Posted February 20, 2021 Share Posted February 20, 2021 Congrats man. Well played! TiguriusX 1 Back to top Link to comment Share on other sites More sharing options...
TiguriusX Posted February 21, 2021 Author Share Posted February 21, 2021 Pod4-Murderfang + Heavy melta eradicators SW v WS Battlelines My army ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [107 PL, 6CP, 2,000pts] ++ + Configuration [12CP] + **Chapter Selection**: Space Wolves Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP] Detachment Command Cost + Stratagems [-3CP] + Relics of the Chapter [-2CP]: 2x Number of Extra Relics [-2CP] Thane of the Retinue [-1CP] + No Force Org Slot [3 PL, 40pts] + Company Veterans [3 PL, 40pts] . Company Veteran [20pts]: 2x Astartes Chainsword, Frag & Krak grenades . Company Veteran Sergeant [20pts]: 2x Astartes Chainsword, Frag & Krak grenades + HQ [20 PL, -3CP, 410pts] + Captain on Bike [6 PL, -1CP, 130pts]: Frag & Krak grenades, Hunter, Rites of War, Storm shield [10pts], Stratagem: Warrior of Legend [-1CP], The Armour of Russ, Thunder hammer [20pts], Twin boltgun, Warlord Librarian [7 PL, -1CP, 140pts]: 2. Murderous Hurricane, 4. Instincts Awoken, 5. Storm Caller, Boltgun, Chapter Command: Chief Librarian [1 PL, 25pts], Force sword, Frag & Krak grenades, Jump Pack [1 PL, 25pts], Psychic Mastery, Smite, Stratagem: Hero of the Chapter [-1CP], Tome of Malcador Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 5. Recitation of Focus, 6. Canticle of Hate (Aura), Absolver Bolt pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Stratagem: Hero of the Chapter [-1CP], The Wulfen Stone, Twin Bolt rifle, Wise Orator + Troops [18 PL, 270pts] + Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades + Elites [39 PL, 705pts] + Bladeguard Veteran Squad [10 PL, 140pts] . 3x Bladeguard Veteran [105pts]: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted power sword, 3x Storm Shield . Bladeguard Veteran Sergeant [35pts]: Frag & Krak grenades, Heavy Bolt Pistol, Master-crafted power sword, Storm Shield Murderfang [8 PL, 150pts]: Heavy flamer, Storm bolter, The Murderclaws Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] Wulfen Dreadnought [7 PL, 135pts] . Great Wolf Claw and Blizzard Shield [15pts] . . Blizzard Shield [10pts]: Blizzard shield [5pts], Heavy flamer [5pts] . . Great Wolf Claw [5pts]: Great Wolf Claw, Heavy flamer [5pts] + Fast Attack [2 PL, 30pts] + Cyberwolves [1 PL, 15pts] . Cyberwolf [15pts]: Teeth and claws Cyberwolves [1 PL, 15pts] . Cyberwolf [15pts]: Teeth and claws + Heavy Support [21 PL, 475pts] + Eradicator Squad [14 PL, 300pts]: Heavy melta rifle [30pts] . 5x Eradicator [225pts]: 5x Bolt pistol . Eradicator Sgt [45pts]: Bolt pistol Long Fangs [7 PL, 175pts]: Armorium Cherub [5pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades, Morkai's Teeth Bolts . . Boltgun and Bolt Pistol: Bolt pistol, Boltgun + Dedicated Transport [4 PL, 70pts] + Drop Pod [4 PL, 70pts]: Storm bolter ++ Total: [107 PL, 6CP, 2,000pts] ++ Created with BattleScribe (https://battlescribe.net) His army ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - White Scars) [99 PL, 9CP, 2,000pts] ++ + Configuration + **Chapter Selection**: White Scars Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment Command Cost + Stratagems + Relics of the Chapter [-2CP]: 2x Number of Extra Relics + HQ + Kor'sarro Khan [6 PL, 110pts] Lieutenants [5 PL, 90pts] . Primaris Lieutenant: Plume of the Plainsrunner . . Neo-volkite pistol, Master-crafter power sword and Storm Shield: Neo-volkite pistol Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 3. Exhortation of Rage, 6. Canticle of Hate (Aura), Chapter Command: Master of Sanctity, Litany of Hate, Rites of War, Stratagem: Hero of the Chapter, Wrath of the Heavens + Troops + Incursor Squad [5 PL, 105pts] . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades . Incursor Sergeant Infiltrator Squad [6 PL, 120pts] . 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine . Infiltrator Sergeant Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant + Elites + Bladeguard Veteran Squad [10 PL, 175pts] . 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield . Bladeguard Veteran Sergeant: Heavy Bolt Pistol Bladeguard Veteran Squad [10 PL, 175pts] . 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield . Bladeguard Veteran Sergeant: Heavy Bolt Pistol Primaris Apothecary [5 PL, 95pts]: Chapter Command: Chief Apothecary, Selfless Healer, The Vox Espiritum, Warlord Vanguard Veteran Squad [14 PL, 280pts]: Jump Pack . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran Sergeant: Lightning Claw, Storm shield Vanguard Veteran Squad [14 PL, 280pts]: Jump Pack . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran: Lightning Claw, Storm shield . Vanguard Veteran Sergeant: Lightning Claw, Storm shield + Fast Attack + Attack Bike Squad [6 PL, 165pts] . Attack Bike: Multi-melta . Attack Bike: Multi-melta . Attack Bike: Multi-melta Attack Bike Squad [6 PL, 165pts] . Attack Bike: Multi-melta . Attack Bike: Multi-melta . Attack Bike: Multi-melta ++ Total: [99 PL, 9CP, 2,000pts] ++ Pregame & Deployment Fairly typical WS army. Attack bikes instead of plasma inceptors thought Need to wipe his attack bikes so my dreads have freedom to roam My best combo will be a null zone and eradicator + dreadnought rampage My secondaries Domination Vital ground Warrior Wolflord has rites of war + hunter + armor of russ Chaplain has wise orator + wulfen stone + recitation of focus + canticle of hate Rune priest has psychic mastery + tome of malcador + Living lightning + Murderous Hurricane + Instincts awoken + Null zone WGPL has frost claws White scars are dangerous late game because of damage +1 My plan is to make this game decided early and force him into action...I have the advantage in an early fight If he delays I will take objectives and rack up too many points to overcome If he comes out we get into a massive melee fight early and his super doctrine isn't as effective I can put 2 units in super doctrine with bestial nature stratagem and instincts awoken spell...I also have armor of russ and MH to crowd control him His secondaries Engage on all fronts Deploy scramblers Oath of moment I'm surprised he didn't take while we stand on his VV...I was planning for that He combat squads all VV Deepstrikes 2 5 man VV I deploy first and need to zone out my backfield for his scramblers choice I slow play deployment until I see his attack bikes then I place my eradicators I am surprised by his bike placement and adjust eradicators from where I imagined they would go This causes a shift in my original deployment plans and my BGV go midfield instead of right flank I have the company vet bodyguard bubble and all 4 characters protected He deploys his BGV middle and left flank Puts a VV behind crates as I predicted and on left flank The big surprise was his attack bike location His final drop is the incursor and he wants to place it very close to objective 3...but he talks with me and reconsiders and changes his mind He goes back and forth about risking it for early objective but giving me an easy charge In the end he puts it in his rear DZ instead He is out of units long before me so I decide to be risky and place 2 units of BC on the front line to draw attack bike fire If they live they will be the bait on objectives or fall back to zone out I hope he is lured out and takes the bait This is the view from his side *note the left/right flanks are flipped BATREP He wins roll to go first He is not happy... We talk about melee v melee matchups and preferring 2nd turn and I tell him about my current 5+ steak losing the roll After debating he pushes out conservatively to setup a strong counter attack BGV1 roll a 6 and advance to middle of the board. He stops at 10" and uses the wall for cover BGV2 roll a 3 and advance 9 to right side wall He continues to rolls lots of high advances...I stop taking notes...this was a trend ALL game we laughed about when compared to my rolls Bike1 advances to line up 2 bikes with LOS on Wulfen dread and uses a stratagem to fire after advancing...they pop another stratagem for -1 to be hit Bike2 comes into the rear of his formation to setup a turn 2 attack His big aggressive choice is pushing onto the left objective with a VV He deploys a scrambler in his DZ His bike with no LOS to the wulfen dread vaporizes a cyberwolf with melta shots Wulfen dread fails a CP reroll and eats 1 melta for a max 5 damage after duty eternal He has pushed up and taken a BIG chunk out of the board. My job is more difficult now He likely can charge whatever he wants turn 2 with all his advance/charge range That is a perfectly acceptable turn 1 to be honest. I didn't lose anything critical...and he has given me the chance to remove priority units I have on my kill list My turn I see a chance to wipe all his attack bikes but I have to take some risk YOLO is my new name so hell ya...lets do it Left eradicators can line up shots at near bikes DP can come in with LF getting range on rear bikes at the 24" max I put WG1 into assault doctrine with bestial nature stratagem I do NOT chant b/c I need auto cast of recitation of focus on LFs after they land Left flank I push both WG forward...I expect to lose the units to his counter attack I know it is a risky move but I need to take the point for domination and I need to lure him into combat early for my overall battle plan WG2 forms a picket and has OBSEC and rerolls from the wolf lord Right flank BC on far right roll 1 to advance and won't make objective...I spread them out to start zoning instead Wolf rolls 1 to advance and needs CP reroll to get on the objective (this is where we start laughing about my advance rolls and continue laughing ALL GAME LONG as this is a trend) Murderfang pushes up and dares him to charge me...I plan on keeping 2 CP all game for a fight on death Eradicators move up and touch the wall for LOS but have no shots Middle I form up wolf lord runepriest and BCs midboard and block movement for his middle BGV on my side of the wall. If he wants to attack my runepriest he only has room on the left flank near the wulfen dread and my armor of russ wolf lord...it will be brutal and he will pay for it Wolf lord gives reroll bubble to LFs and eradicators Wolf priest gives recitation to my LFs With a centrally located rune priest that can't be hit I feel real good about next turn options I use murderous hurricane on his green BGV on the far left to try and help WG survive counter attacks I know he will launch I cast instinct awoken on orange WG so both units are going in with buffs Wulfen dread flamers and WG grenades kill 1 attack bike on the left flank...this helps me relax because I have eradicators hitting on 4s assigned to wipe this unit The eradicators fire and do the job....attack bike1 is completely destroyed Now comes the stressful part LF hit and wound with 6/8 shots Damage rolls 1-1-2 and he FNPs to force ANOTHER damage dice on the first bike That means 1 attack bike just tanked 4 melta wounds and I have 2 left....crap Next roll 6...not enough FNP...bike dies Final roll 5...not enough FNP...bike dies and attack bike2 is wiped out HELL YA BOYS!! Cherub wasn't used and my dreads are now free to roam around without fear or instant death Both WG easily make charges I start with WG1 and the frost claws Frost claw only kills 1 but forces him to burn a CP reroll His packmates put 15 wounds as a follow up and finish the VV I consolidate and form a picket line with WG1 I intend to sacrifice green squad and move block his BGV with MH on them so he can't get too deep into my lines WG2Orange squad doesn't even need to attack...but I needed 2 charges for WARRIOR so thems the breaks fellas I expect heavy losses on the left flank with his counter attack Turn 2 Left flank He puts his incursors in assault doctrine using basic SM strat for 2 CP They push up to punish my WG1Blue His chaplain boosts over to assist them His other foot characters move up to provide their buff auras The BGV-Green with MH try to scramble but he isn't 6" away from his DZ so he can't...they form a bodyguard wall and protect his characters instead BGV-Red push forward as far as they can and plan on wiping out WG2-Orange. He tells me he can use a stratagem for extra consolidate. I know he wants to consolidate into my LF and tie them up to prevent shooting. Right flank He rolls 6 for VV hiding behind the crates and has an easy advance on right flank to reach autocharge range on my BCs His infiltrators advance and climb the crates to fire at my cyberwolf holding the objective He drops a VV in the mid circle to try and score the oath of moment He does NOT scramble with anything LT Volkite puts MW on wulfen dread but I save the bullet...down to 1 wound BGV1 pisols finish wulfen dread (I suck at rolling 3s...its a trend) BGV2 kill 1 WG from orange squad...I have to pull PL b/c of positioning...I need to keep the path to my LFs blocked Cyberwolf survives 12 autobolt shots because he rolls 0 wounds...we have a laugh at this because everyone always asks why a single wolf is useful. I tell them stories about surviving all kinds of stuff and opponents seem to shrug it off. He says he understands my pregame story now He makes all his charges Incursors go first and kill WG1 with frost claws I interrupt and activate WG2...I base him to prevent movement They manage to sneak 3 wounds past his armor despite a CP reroll. I am happy to see him fail his FNP and down goes a BGV!!! I consolidate into him and hug him tight to stop a pile in into LFs His BGV slaughter the WG but can't tag the LFs...mission accomplished On the right flank he will have to divert some VV attacks to the wolf to kill it...this might save the BCs now He puts 6 attacks on the wolf and the rest into BCs He fails to kill cyberwolf in melee!!!! 6 LC attacks...4 failed wounds...rolled a 6 for armor...IT LIVES WITH 1 WOUND LOL...he is laughing but mad at the same time His remaining attacks kill 3/5 BC and he wraps 1 model BCs manage 1 wound in return but 1 runs due to morale He has removed me from both objectives in the middle...I get 5 primary and 0 for vital ground...crap My turn Carpe diem!!!! I embrace the YOLO He doesn't realize it but he walked into my kill alley and his failure to tag my LFs is going to be painful Left flank Chaplain puts recitation of focus on the eradicators who don't need to move and have LOS down the alley I also get +2 charge litany off and drive to the right flank to give buffs to everyone Middle flank I hop my kamikaze rune priest forward and plan to remove all his invulnerable saves from midboard to left flank Wolf lord drives near the LF to protect them from a chargeand give a reroll bubble to all my melta units BGV move forward to tear his middle VV apart BCs push right to get back on the objective Murderfang stops charging the middle and goes right to deal with the VV Right flank Eradicators step out to get range on his BGV across the board Company vets run back into my DZ to zone out Psychic phase...moment of truth I roll a 6...psychic mastter buff of +1 means null zone has gone off (this is why I invested in chief librarian and spend a CP on him) He has no psykers and can't deny As a final power I cast MH on his left flank incursors to discourage them from counter attacking me *this was a mistake and you will see why soon GAME ON BOYS!!! Right flank eradicators fire first...they only have LOS and range to his forward BGV and hit on 4s...they kill 3/4 BGV!!! Left flank eradicators hit on 2 rerolling and take aim at his rear BGV squad He pops transhuman and I only kill 2...CRAP...if I had killed 1 more I could pick off all his characters I take some pistol potshots to try and remove 1 more BGV but stop and just decide to let the LFs risk it LFs kill 2/3 BGV with 1st volley I pop cherub and fire at the now exposed Khan I put 7 damage on him and he makes 2 FNP rolls...he survives with 1 wound Wolf lord finishes the job with bolters Devastating salvo has done what I hoped I make most of my charges BGV into his middle VV Murderfang into right side VV BC into right side VV Wolf lord fails and can't pick off his last BGV near LFs I make the charge into his apothecary with my rune priest but stop...I over analyze and ask if I can not charge. He can interrupt and kill my rune priest and I figure I can't throw myself away that easy He allows it *this was a huge mistake on my part...my gut to charge was correct and my brain :cussed this up....you will see why soon Melee activation is a hard choice but I decide murderfang first b/c I need the points from the right objective and don't want him to kill all my BCs Murderfang kills 3/5 VV He activates AND HERE IT COMES...MY MISTAKE He moves his VV out of the null zone bubble and piles into my BGV (smart play) He puts 5 wounds on BGV and I lose 1 I only kill 3 VV in return...the storm shields make a huge difference Right flank BC are too far to get all their attacks on him...I debate not even piling in but eventually roll 8 attacks I only get 1 wound through and don't kill anything His VV surviving both combats are not what I expected to happen...I should have MH his middle VV instead and simplified my turn I was too worried about his counter attack If I had charged his apothecary and he interrupted there it would have served the same purpose How much damage can a handful of surviving VV do anyways... Turn 3 Apothecary brings back a BGV in the middle He falls back from combat and goes after my weak points Single BGV survivor goes onto objective 3 and scrambles 2 man BGV squad charges the rune priest and kills him His VV on the objective go deep into my DZ and hunt my eradicators...luckily they only put 2 damage on my T5 models His middle VV go right and wipe out the BCs and remove me from the objective....CRAP...ya these guys who shouldn't be alived just did that He also brings in his last VV from reserve and makes a long charge into my BGV...he wipes them out His Chaplain pushes foward and goes after the LF He only kills 3 LFs and piles into DP after His infiltrators on the crate pour all their shots into the wolf and kill it...he says it was a personal grudge for earlier The incursors go into my wolf lord and the MH means he doesn't care about my armor of russ His main goal was to stop a HI into his chaplain but these guys have the potential to kill my wolf lord Wolf lord strikes first and he activates transhuman...not gonna be easy Wolf lord gets 3 exploding hits and 7 wounds despite transhuman!!! He pounds the incursors out of existence and consolidates around the chaplain to get closer to his next target...the single BGV on objective 3 He has hurt me hard for my mistake with his VV in the middle...I only get 5 primary and another turn of 0 for vital ground My turn Big decision time...I can go for kills or play for points...I can't do both I decide I have to risk further counter attacks and focus on scoring or I will lose the game I will move to get domination and grab all the points His 5 man VV in the middle is free to do what it wants...I have 2 CP total and keep telling myself I can't spend it. I need it so murderfang can fight on death if needed I am planning ahead and I need murderfang and bike mobility for late game scoring to pull this off Left flank Wolf lord drives to auto charge range of his BGV on objective 3 LFs fall back from his chaplain and move up towards objective 3...if they can survive and hold it my wolf lord is free to leave...at the very least they will eat attacks and save another unit My eradicators have LOS to his 2 man BGV in the middle...but only 1 of the models is visible I take the shot bu only kill 1 BGV and he pulls from LOS preventing a second shot Middle flank I decide I can't leave units zoning out all game to prevent his guerilla stratagem. He can have his 10 scrambler points if he wants them. It will mean he has to abandon his rear DZ if he does it now that his incursors are dead. The rear BCs are needed in combat and move towards the VV on my right flank Right flank Chaplain gets reroll all hits and +2 charge litanies and pushes up with murderfang...I put the chaplain on the wall b/c it is the only place he can touch the objective and not block murderfang I am hoping to kill 2 VV on the objective with shooting and then have murderfang make a long charge to middle VV...in reality I fail to kill anything with shooting so that hopeful plan is gone I leave eradicators in combat and they fire pistols but don't kill his VV...I may need their attacks to finish off a VV Company vets stop zoning out and come charging in Their 11 chainsword attacks are enough to kill off his VV in my DZ Murderfang kills VV on right objective Wolf lord kills BGV on left objective His chaplain puts 4 wounds on the drop pod to end the fight phase I score domination again and bring the score closer Turn 4 His Chaplain continues giving himself reroll all hits and wound +1 He drives out of combat to charge eradicators and DP His apothecary brings a BGV back and the BGV charge the LFs He uses guerilla tactics to teleport his infiltrators to my DZ and score scramblers Right flank His incursors advance down the crate and make a long 11" charge into my chaplain...CRAP...he gets obsec units onto an objective I needed I really needed murderfang and chaplain to live and HOLD this for points towards vital ground (I have 0 in that secondary curently on turn 4) His 5 man VV charges into Murderfang but I survive with 1 wound...WOOO HOOOO!!! This is huge...now I don't need 2 CP to fight on death!!! I use the Chaplain to interupt and kill 3/5 intercessors and 1 fails morale...but 1 remains with OBSEC Needed to kill them to hold the point but failed Chaplain takes 2 damage in return (he could have died from all the 2 damage so it wasn't a bad outcome) Murderfang kills 4 VV and the last fails morale...this is awesome b/c now I am free to roam and kill something else Left flank Since he failed to kill murderfang his chaplain tries to kill the DP to get oath of moment points but fails The eradicators are happy and put 3 damage on him in return...this means he is weak and i can pick him off now His 2 man BGV roll roll 3 1's and 3 2's to wound my LFs...that means NO WOUNDS at all OMG this is HUGE...the LF can fall back and score now To add insult to injury the LFs kill a BGV with their punches My turn I see a path to victory and grab it hard Chaplain chants recitation of focus and reroll all hits on himself Chaplain kills intercessor with pistol in melee (lolz) Murderfang moves left and kills apothecary in melee combat Wolf lord turbos to his DZ and smashes his LT (top of the screen behind the wall for objective 4...the red circle of rampage) My rear BCs move in on his wounded chaplain and lick their chops The BCs charge in and activate savage strike tearing the chaplain apart He has 2 units alive on the board...a single BGV who failed to kill LFs last turn and his 5 man infiltrators in my DZ HUUUUGE swing of events all thanks to the LF surviving the prior turn of combat Turn 5 He scores 0 primary We decide I have won and he plays for points Needs to survive in middle so he guerilla teleports and charges murderfang with both units They kill murderfang and survive in the middle so he scores I casually charge 2 units into his BGV to score warrior and end the game Final and recap 81-58 SW victory!!! Awoooooooo!!! This win feels real good. My opponent is a top WS player in the community (in the Nurgle GT from my other saga his WS list is 2-1 currently) I thought I blew it with the mistake involving null zone and his VV and was kicking myself Felt real good to come back and finish the job Murderfang went on a rampage and was my anti VV tool...him surviving the VV attack as well as the LF surviving the BGV attack were huge huge moments of the game I will take luck any day so long as we achieve victory I am really enjoying this version of my murderfang list...having the eradicators as a shooting threat completes this list and just feels perfect. The rune priest got to shine today as well. I have had lots of conversations about going budget with him and saving some points. Nope nope nope...when his full combo activates it is bonkers. Null zone with all the melta and murderfang with his AP4 assault doctrine claws mean I can shred anything in the game I popped 3/4 BGV and 4/5 transhumaned BGV and added Korsarro Khan with the null zone activation...I should have bagged 5 VV as well but made that huge mistake to let him escape the bubble. I am 2-0 and headed to the semi finals in BOTH pods in this saga My best finish is 3-1 so far and I have never made a finals match Hopefully my skills have grown and I break through jpwyrm, NightHowler, Konnavaer and 2 others 5 Back to top Link to comment Share on other sites More sharing options...
NightHowler Posted February 23, 2021 Share Posted February 23, 2021 Holy cow, great game! Congrats!!! Good luck in the games to come! Let us know how they go and keep the batreps coming. Love these. TiguriusX 1 Back to top Link to comment Share on other sites More sharing options...
TiguriusX Posted February 25, 2021 Author Share Posted February 25, 2021 (edited) Pod1-Murderfang + terminators Round 3 SW v Necrons Battlelines My army Battalion Pod 1 No Force Org 40 2xCompany Vets + 2xCS/CS HQ 100 Captain on Bike 30 TH/SS 140 Master of Sanctity on Bike 115 Chief Librarian 25 Jump Troops 90 5xBC 90 5xBC 90 5xBC Elite 150 Murderfang 135 Wulfen Dread Claw/Shield 2xHF 95 5xWolf Guard 45 Jump + 4xLC/SS + LC/SS 95 5xWolf Guard 45 Jump + 4xLC/SS + LC/SS 140 4xBladeguard Veterans 165 5xWGTDA SB/SS 25 CML Heavy 108 6xLong Fangs 105 5xMulti-Melta + Armorium Cherub Fast Attack 15 Cyberwolf 15 Cyberwolf 15 Cyberwolf Transport 70 Drop Pod 55 LS Storm 1998 Total His army + New Roster (Warhammer 40,000 9th Edition) [99 PL, 2,000pts] +++ ++ Battalion Detachment 0CP (Necrons) [99 PL, 2,000pts] ++ + Configuration + Detachment Command Cost Dynasty Choice: Dynasty: Novokh + No Force Org Slot [4 PL, 80pts] + Dynastic Advisor [4 PL, 80pts] Chronomancer [4 PL, 80pts]: Chronotendrils, Entropic Lance + HQ [15 PL, 295pts] + Anrakyr the Traveller [7 PL, 140pts]: Tachyon Arrow, Warscythe Warlord: Warlord Trait (Codex 5): Implacable Conqueror (Aura) Chronomancer [4 PL, 80pts]: Chronotendrils, Entropic Lance Royal Warden [4 PL, 75pts]: Relic Gauss Blaster, Relic: Veil of Darkness + Troops [36 PL, 780pts] + Necron Warriors [12 PL, 260pts] 20x Necron Warrior (Gauss Reaper) [260pts]: 20x Gauss Reaper Necron Warriors [12 PL, 260pts] 20x Necron Warrior (Gauss Reaper) [260pts]: 20x Gauss Reaper Necron Warriors [12 PL, 260pts] 20x Necron Warrior (Gauss Reaper) [260pts]: 20x Gauss Reaper + Elites [20 PL, 420pts] + Canoptek Reanimator [4 PL, 80pts]: 2x Atomiser Beam, Reanimator's Claws Canoptek Reanimator [4 PL, 80pts]: 2x Atomiser Beam, Reanimator's Claws Flayed Ones [12 PL, 260pts] 20x Flayed One [260pts]: 20x Flayer Claws + Heavy Support [16 PL, 280pts] + Lokhust Heavy Destroyers [8 PL, 140pts] 2x Lokhust Heavy Destroyer (Gauss Destructor) [8 PL, 140pts]: 2x Gauss Destructor [30pts] Lokhust Heavy Destroyers [8 PL, 140pts] 2x Lokhust Heavy Destroyer (Gauss Destructor) [8 PL, 140pts]: 2x Gauss Destructor [30pts] + Dedicated Transport [8 PL, 145pts] + Ghost Ark [8 PL, 145pts]: 2x Gauss Flayer Array Pregame & Deployment I have 0 experience against this type of list I have seen it discussed and referred to as the Silver Tide My research indicates the trick is they are almost impossible to kill With buffs from the reanimator every shooting/fighting attack gives them a 4+ chance to reanimate and the necron warriors reroll 1s That is 50% or more chance to reanimate depending who I am fighting...yikes That means 2 things to keep in mind during the game -To kill the unit I need a bucket of dice that prevent reanimation -I need to chip away and leave them vulnerable to a bucket of dice situation in the first place I have some tools available...this list actually has a horde counter Terminators with SB and frag missiles get 32 shots My WG get 21 attacks rerolling wounds in assault doctrine that explode and have AP3 to deny armor saves BGV have 17 attacks that ignore armor saves without needing assault doctrine active If I can whittle a unit down before I go in hard with melee I have a chance to wipe them and prevent reanimation I will also be taking JAWS for the first time ever. Necrons can't reanimate from psychic attacks. This will hopefully lower a unit to a point I can kill them in melee. Rune priest takes Psychic mastery (+1 cast) Eye of the Storm relic (12" MW pulse on 4+) with Living lightning + Murderous Hurricane + Jaws of the World Wolf...I need MW output this game My secondaries Domination Glory Kills (this is 2nd time taking it and both opponents were necrons) Oaths of moment I need to kill characters and vehicles/monsters anyways so might as well score while doing it I figure his guys will be parked on objectives and not bother with the middle so that might work too I put LF in DP and save all my CP Gonna need it this game LEFT FLANK I put both jump WG on left side behind the crate. It is like a custom fit for them to reach objective 3 easily. I also string out a few bodies to zone out his possible turn 1 necron teleport trick Sacrificial wolf is next to them ready to capture a point if I go first I put him 1.1" deep in my DZ to avoid his advance and fire of gauss weapons MIDDLE Wulfen dread is bait in middle to lure his destroyers out for my DP to target Company vets are on the far right of objective 1 giving bodyguard bubbles Rune priest is centrally located but out of 3" explosion range of the wulfen dread serving as bait Murderfang is ready to launch to the right and assist BCs Wolf lord and chaplain are both on the right side BGV are hugging the wall in the middle ready to advance forward BC-Yellow are on my objective and zoning out back middle RIGHT FLANK Terminators are behind LOS but ready to step out and fire BC-Blue are bait up front in the hopes they can take the objective by force if needed or simply out number him with OBSEC if he toes in 2 cyberwolves are also behind the wall to advance if I get turn 1 BC-Red is behind LOS and will be the second wave of attackers In the back I have the LS Storm completing the zone out of my DZ His secondaries Purge vermin Grind them down Vital ground He puts his flayed ones in reserve for an 8" teleport charge He spreads his warrior units across the front lines The left/right flanks get reanimation and chronomancer support units The middle unit gets a royal warden BATREP He wins the roll (my streak is like 6+ now going 2nd) Turn 1 He moves up and doesn't have much to do besides advance and claim objectives I lose a BC to a destroyer on the far right shooting through the narrow gap on side of the crates Wulfen dread saves 1/2 destroyer shots and eats 5 damage Other fire takes another 2 wounds off but I live and get to seek revenge My turn Welp...I was hoping to go first so I could dominate with cyberwolves but that is no longer an option Time to plunge into combat and see what silver tide is like in person LEFT FLANK I put WG-Green into super doctrine in command phase and send them to the left objective for a fight Not sure they will clear it but they need to try and remove some models at least Cyberwolf advances and hopes to kill his chronomancer standing exposed Wulfen dread moves up to flame the chronomancer and possibly charge MIDDLE I plan ahead and will drop the DP middle to score oath of moment The LFs can deply behind it and fire left/right at targets of opportunity BGV advance and cover a good distance to position themselves for turn 2 Wolf lord shifts right to give terminators and LFs reroll 1 Chaplain gives terminators catechism of fire and chants charge +2 buff then drives forward slightly to give murderfang the charge buff RIGHT FLANK Terminators waddle into firing range of necrons BC-Blue roll a 3 and barely touch objective with 1 model...not enough to steal it so I have to shoot them now BC-Red roll a 1 and lag behind I advance 1 wolf and send it back to replace the LS storm The other wolf stays put and has nothing much to do right now The LS moves up to help with guns in the future Here comes the first big dice test I start with jaws but don't get the bonus off...I only roll a single 6 I cast LL and manage to kill 2 more in red and bounce 1 into black squad None of these can reanimate but he can use the ghost ark to bring dead models back on his turn I fire with the LFs and discover I made a mistake I placed 1 model behind a column so he has no LOS...crap Morkai bolts hit Warriors-Red on right flank 4 MM are fired into his destroyers but I only kill 1... The rest take out a handful of Warriors-Yellow (I'm trying to get them low for the WG to kill them) I use the cherub and try to finish off the destroyer Damage 1-2 (it has 4 wounds). I CP the 1 and get...1 so it lives... Not a good start Wulfendread flamers do nothing Terminators get +1 to shoot from fury of the first and only kill 7 with shooting...after resurrection only 3 are perma dead I charge the wolf into his chronomancer...oops...SHOULD have multi charged and eaten or denied overwatch to Warriors-Yellow When I charge my WG in he opens fire...I get lucky and take 1 wound but don't lose a model to overwatch Wulfen dread fails 2 charge rolls needing 9 I start with WG but I forget to use savage fury. I remember after hit rolls and say DOH...I also get little to no explosions WG only kill 9 in melee After resurrection only 3 are perma dead He swings back and kills 4/5 WG which runs to morale failure after the turn is over This is another mistake...I should have CP auto passed and kept him locked in melee and scored oath of moment He kills cyberwolf with CP reroll and this gives him GRIND (totally forgot he had that) Total kills after reanimation Yellow-4 Red-8 Black-1 Well...ok this silver tide is super annoying As he takes his turn I take stock of the situation Many mistakes were made Didn't focus fire Didn't stop overwatch with smart wolf charge Failed to kill destroyers with LF melta 1 LF was poorly placed and had no LOS at all wasting 2 MM shots I score oath of moment with the DP in the middle but no other secondaries If I am going to win I need to do better Turn 2 He brings 2 yellow back with his ghost ark Kills wulfen dread but it took a ton of firepower b/c I was rolling hot and made a CP reroll This results in him NOT targetting the LFs b/c he ran out of guns Kills murderfang Kills DP Kills 1 more BC-Blue but decides NOT to charge He also does NOT bring in his flayed ones yet My mind is racing to formulate a comeback so not many notes here sorry My turn I decide BGV will try and wipe the Warrior-Yellow squad and spend a CP to put them in super doctrine Chaplain gets both buffs off again LEFT FLANK BGV walk towards Warrior-Yellow WG moves up to help clear Warrior-Yellow if possible Wolf lord and chaplain drive over to give their buffs and try to charge I shift BC-Yellow to fill the DZ hole Rune priest jumps over to assist with psyker powers and tries to hide behind the wall to avoid return from other units MIDDLE LFs walk forward to score me oath of moment and take aim at the destroyer and Warrior-Yellow squad RIGHT FLANK Terminators waddle forward again BC-Blue and BC-Red move up to charge and take the objective LS Storm comes to help with more guns Psychic phase is meh Jaws kills 2 and I MH yellow I totally forget about my relic though and remember during his next turn Terminator fire without the buff b/c I am running low on CP SB kill 7 and frag missiles kill 4 more after CP reroll He has 1 gdamn survivor after using a CP to pass the armor save 8 reanimate (NOOOOOO!!! So close) LS storm fails to kill destroyer LFs pump 3 shots into the destroyer and I risk 2 shots at the ghost ark I kill the destroyer and put 4 wounds on the ghost ark I make the easy BC-Blue charge and roll 10 for the hard BC-Red charge (needed an 8 and had a CP for it) I remember to use savage strike before rolling with BC-Red They kill 8/9 CRAP!!! 5 reanimate... The good news is he doesn't want to fight anymore and places them away from combat and BC-Blue So I take the objective at least I then switch rolls to the left flank Everyone has made their charge Wolf lord kills 4 1 stands back up Chaplain kills a few to see all stand back up I activate wulfen stone on the BGV and hope they can mop up the rest I roll 3 6's and no 5s The BGV kill 10/12 (CRAP CRAP CRAP!!!) 5 stand back up Good news is he falls back with them to avoid WG so i take this objective WG activate and kill his chronomancer Horrible melee turn I had a chance to wipe 2 bricks and got 0 when all was said and done Good news is I scored domination and got good oath/glory kill scoring with the character kill Turn 3 LEFT FLANK He parks his ghost ark to block the alley above my wolf lord and sets up charges to kill the WG 3/5 WG die to mass gauss fire (light cover from hugging the wall pays off huge here) I lose all the WG to Warrior-Yellow and his special Necron character + Reanimator charging in MIDDLE He kills BC-blue with shooting but doesn't fire at BC-red b/c he needs the charges Destroyers whiff on LS!!! Warrior-Black move up to charge LFs Warrior-Black kill 5/6 LFs in the middle and wrap the survivor I roll a 1 and pass morale RIGHT FLANK His flayed ones come in mid with an 8" charge to BC-red Flayed ones fail 8" charge with CP reroll into BC-Red (HUUUUGE luck for me here) BC-Red survive his melee attacks and wipe red brick in return to secure the objective This right flank was a big swing in momentum My turn Luck has shifted and I have an opening You have read enough BATREPS by now to know I will YOLO!!!! The goal is to wipe out yellow and black this turn Black does not have an invulnerable save buff so the BGV will cut through them like a hot knife through butter...I just need to lower the numbers first Yellow is weak and I hope to kill it with shooting...that will let me charge his HQ Chaplain chants reroll all hits and +2 charge LEFT FLANK BGV move down and right to set up a charge on Warrior-Black Chaplain and Wolf lord do the same Rune priest hops in close so his relic reaches EVERYTHING here...he will also charge in to fight MIDDLE BCs in the back advance back to the middle in case I need them later RIGHT FLANK Terminators waddle forward again and the LS storm has to touch the objective BC-Red go forward to charge the flayed ones and die in a blaze of glory Cyberwolves advance forward to help me later if needed Psychic time...I need a good one Jaws kills 8 Warrior-Black in the middle. I cast it with an 11 so I got the bonus and MW on 5+ then rolled well The relic pops ALL units within 12" for MW (every roll was a 4+) I next cast LL and put even more MW on yellow and his HQ My opponent is not amused at any of this... The rune priest has gone wild and blasted a TON of units apart...and they can't resurrect from psychic attacks I think it was 15 or so MW total Shooting Terminators wipe yellow brick with SB and expose his character All charges are good except the wolf lord Rune priest and chaplain charge into Ankyr Rune priest kills him without needing any help. He rolls a 3 for his d3 damage to finish off Ankyr (5 wound character who ate 2 bouncing MWs and a 3 damage runesword hit). My opponent can't believe the hot streak this rune priest is on The BGV butcher the Warrior-Black squad and there are no reanimation rolls BC-Red kill 7 flayed ones but 2 return The counter attack from flayed ones kill BC in return I was so successful he doesn't get grind it down Also...the LF that was saved by my BGV is standing in the middle for oath of moment scoring Win win baby!!! Amazing turn has swung the momentum back in my favor Turn 4 He moves his reanimator and ghost ark to the far left and fires at my wolf lord I take 1 single wound (1+ save from armor of russ and SS saves my butt from 10 rapid fire AP1 shots...I know people have asked why the SS on Wolf Lord. This is an example of why) Fails to kill LS with shooting (1 wound left) He charges into LS and terminators with his mass of units on right flank Flayed ones put 28 AP2 wounds on my terminators Good news is I am hugging that heavy cover wall with 2 of them I only fail 4/28 2+ saves Wolf lord HI into his ghost ark and puts 9 wounds on it Opponent can't believe how my armor saves are holding up...neither can I to be honest. This terminator hugging cover is a trick I picked up from a game v a Dark Angel...terminators with 0 armor can be a PITA to remove shooting or melee. My turn Chaplain continues reroll all hits and +2 charge buffs Rune priest advances but rolls a 2 only...he lands a smidge away from the objective in his DZ and kills the warden with smite and LL Bad news is I couldn't make it to the objective itself Chaplain kills ghost ark after wolf lord failed to wound (stupid 4++ quantum wounding rule got me) I put a cyberwolf safely hidden near the middle to move in and score next turn Company vets make their charge and kill 3 flayed ones to relieve pressure from terminators Flayed ones attack and can't kill any company vets The remainder of the attacks into terminators are all saved We estimate when this combat ended the terminators only failed 4/60 2+ armor saves Turn 5 He only scores 5 primary b/c the rune priest picked off his warden He gets revenge and destroyers kill the RP with shooting Nothing else really changes the score...he kills company vets and LF in the middle My turn I score what I need to win and don't care about combat Final and recap 73-71 *actually it was 80-71...didn't count hold more for turn 5 and forgot to score glory kill when warden died turn 4...was corrected post game SW victory!!! I am on the way to my first finals match ever...WOOT WOOT This game started out rough but I had some huge momentum shifts to bring me back LF surviving and passing morale (rolled a 1 and surprised me) was huge When the BGV wiped the middle warrior squad it saved the surrounded LF survivor and he was in position to score oath of moment in the middle for me Speaking of the BGV...in the future I will make sure the wulfen stone also has full chaplain rerolls to help it My early attack really suffered from not getting the bonus hits I needed That damn silver tide was a PITA to deal with The terminators shined brightly...and that is exactly why I made this version of the list. My previous attempts had no horde shooting. Terminators making a strong argument to stick around in the future after today And how about that rune priest? Never used jaws before today and it was a game breaker. I like changing items pre game instead of being locked...never would have taken jaws as a fixed choice. His heroic turn 3 really pushed the game back in my favor. Finals match will be either Aeldari soup or Sisters of battle...stay tuned! Edited February 26, 2021 by TiguriusX Kallas, Konnavaer, Karhedron and 1 other 4 Back to top Link to comment Share on other sites More sharing options...
NightHowler Posted February 27, 2021 Share Posted February 27, 2021 Wow! That was a pretty thrilling batrep! Love the comeback win! Love the Runepriest out there kicking butt like John Wick. Fun to read man. Good luck in your next game. TiguriusX 1 Back to top Link to comment Share on other sites More sharing options...
TiguriusX Posted February 28, 2021 Author Share Posted February 28, 2021 Pod4-Murderfang + Heavy melta eradicators Round 3 SW v Sisters Map-Overrun My army ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [107 PL, 6CP, 2,000pts] ++ + Configuration [12CP] + **Chapter Selection**: Space Wolves Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP] Detachment Command Cost + Stratagems [-3CP] + Relics of the Chapter [-2CP]: 2x Number of Extra Relics [-2CP] Thane of the Retinue [-1CP] + No Force Org Slot [3 PL, 40pts] + Company Veterans [3 PL, 40pts] . Company Veteran [20pts]: 2x Astartes Chainsword, Frag & Krak grenades . Company Veteran Sergeant [20pts]: 2x Astartes Chainsword, Frag & Krak grenades + HQ [20 PL, -3CP, 410pts] + Captain on Bike [6 PL, -1CP, 130pts]: Frag & Krak grenades, Hunter, Rites of War, Storm shield [10pts], Stratagem: Warrior of Legend [-1CP], The Armour of Russ, Thunder hammer [20pts], Twin boltgun, Warlord Librarian [7 PL, -1CP, 140pts]: 2. Murderous Hurricane, 4. Instincts Awoken, 5. Storm Caller, Boltgun, Chapter Command: Chief Librarian [1 PL, 25pts], Force sword, Frag & Krak grenades, Jump Pack [1 PL, 25pts], Psychic Mastery, Smite, Stratagem: Hero of the Chapter [-1CP], Tome of Malcador Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 5. Recitation of Focus, 6. Canticle of Hate (Aura), Absolver Bolt pistol, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Stratagem: Hero of the Chapter [-1CP], The Wulfen Stone, Twin Bolt rifle, Wise Orator + Troops [18 PL, 270pts] + Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades Blood Claws [6 PL, 90pts] . 4x Blood Claw [72pts]: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades . Blood Claw Pack Leader [18pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades + Elites [39 PL, 705pts] + Bladeguard Veteran Squad [10 PL, 140pts] . 3x Bladeguard Veteran [105pts]: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted power sword, 3x Storm Shield . Bladeguard Veteran Sergeant [35pts]: Frag & Krak grenades, Heavy Bolt Pistol, Master-crafted power sword, Storm Shield Murderfang [8 PL, 150pts]: Heavy flamer, Storm bolter, The Murderclaws Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] Wolf Guard [7 PL, 140pts]: Jump Pack [1 PL, 10pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Wolf Guard Pack Leader [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] Wulfen Dreadnought [7 PL, 135pts] . Great Wolf Claw and Blizzard Shield [15pts] . . Blizzard Shield [10pts]: Blizzard shield [5pts], Heavy flamer [5pts] . . Great Wolf Claw [5pts]: Great Wolf Claw, Heavy flamer [5pts] + Fast Attack [2 PL, 30pts] + Cyberwolves [1 PL, 15pts] . Cyberwolf [15pts]: Teeth and claws Cyberwolves [1 PL, 15pts] . Cyberwolf [15pts]: Teeth and claws + Heavy Support [21 PL, 475pts] + Eradicator Squad [14 PL, 300pts]: Heavy melta rifle [30pts] . 5x Eradicator [225pts]: 5x Bolt pistol . Eradicator Sgt [45pts]: Bolt pistol Long Fangs [7 PL, 175pts]: Armorium Cherub [5pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang [38pts]: Bolt pistol, Frag & Krak grenades, Multi-melta [20pts] . Long Fang Pack Leader [18pts]: Astartes Chainsword, Frag & Krak grenades, Morkai's Teeth Bolts . . Boltgun and Bolt Pistol: Bolt pistol, Boltgun + Dedicated Transport [4 PL, 70pts] + Drop Pod [4 PL, 70pts]: Storm bolter ++ Total: [107 PL, 6CP, 2,000pts] ++ Created with BattleScribe (https://battlescribe.net) His army ++ Battalion Detachment 0CP (Imperium - Adepta Sororitas) [98 PL, 12CP, 2,000pts] ++ + Configuration + Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment Command Cost Order Convictions: Order: Bloody Rose + No Force Org Slot + Death Cult Assassins [1 PL, 26pts] . 2x Death Cult Assassins: 2x Death Cult power blades + HQ + Canoness [3 PL, 50pts]: Bolt pistol, Chainsword, Null Rod Celestine [8 PL, 170pts]: Warlord, Warlord Trait: 4. Beacon of Faith + Troops + Battle Sister Squad [4 PL, 58pts] . 2x Battle Sister: 2x Bolt pistol, 2x Boltgun, 2x Frag & Krak grenades . Battle Sister w/ Simulacrum . Battle Sister w/ Special or Heavy Weapon: Storm bolter . Sister Superior: Bolt pistol, Boltgun Battle Sister Squad [4 PL, 55pts] . 3x Battle Sister: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades . Battle Sister w/ Simulacrum . Sister Superior: Bolt pistol, Boltgun Battle Sister Squad [4 PL, 55pts] . 3x Battle Sister: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades . Battle Sister w/ Simulacrum . Sister Superior: Bolt pistol, Boltgun Battle Sister Squad [4 PL, 55pts] . 3x Battle Sister: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades . Battle Sister w/ Simulacrum . Sister Superior: Bolt pistol, Boltgun + Elites + Imagifier [3 PL, 45pts]: Tale of the Warrior Preacher [2 PL, 35pts]: Chainsword, Laspistol Sisters Repentia [6 PL, 144pts] . 9x Sisters Repentia: 9x Penitent Eviscerator Sisters Repentia [6 PL, 144pts] . 9x Sisters Repentia: 9x Penitent Eviscerator Zephyrim Squad [8 PL, 167pts] . 8x Zephyrim: 8x Bolt pistol, 8x Frag & Krak grenades, 8x Power sword . Zephyrim Superior: Bolt pistol, Zephyrim Pennant Zephyrim Squad [8 PL, 185pts] . 9x Zephyrim: 9x Bolt pistol, 9x Frag & Krak grenades, 9x Power sword . Zephyrim Superior: Bolt pistol, Zephyrim Pennant + Fast Attack + Seraphim Squad [4 PL, 88pts] . 2x Seraphim: 4x Bolt pistol, 2x Frag & Krak grenades . Seraphim Superior: Bolt pistol, Power sword . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers Seraphim Squad [4 PL, 83pts] . 2x Seraphim: 4x Bolt pistol, 2x Frag & Krak grenades . Seraphim Superior: Bolt pistol, Bolt pistol . Seraphim w/ Special Weapons: 2x Hand Flamers . Seraphim w/ Special Weapons: 2x Hand Flamers + Heavy Support + Retributor Squad [7 PL, 160pts]: 2x Armourium Cherub . Retributor Superior: Bolt pistol, Boltgun . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta Retributor Squad [7 PL, 160pts]: 2x Armourium Cherub . Retributor Superior: Bolt pistol, Boltgun . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta Retributor Squad [7 PL, 160pts]: 2x Armourium Cherub . Retributor Superior: Bolt pistol, Boltgun . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta + Dedicated Transport + Sororitas Rhino [4 PL, 80pts] Sororitas Rhino [4 PL, 80pts] ++ Total: [98 PL, 12CP, 2,000pts] ++ Created with BattleScribe (https://battlescribe.net) Pregame & Deployment Hot damn...that is a ton of retributor multi melta in his army I need to maximize the heck out of the terrain on this map or he is going to blow me away easily I feel like a definite underdog in this matchup My secondaries Raise the banners Oath of moment (center terrain just calling to me) Engage on all fronts (hardest choice...was real tempted for linebreaker) I put wulfen dread and 2 BC in strategic reserve for 2 CP I put 1 WG in deep strike LF in the DP I have a wolf on each flank to help score BGV and eradicators on left flank...this is the wide open area so doubt my BGV can cross successfully...will use them as a defensive hold unit Company vets middle with characters all protected WG middle will go to center of the board ASAP Right flank is eradicators and a wolf hiding on the objective His secondaries Raise the banners Engage Assassinate He puts 2 retributors in rhino1 behind LOS cover Repentia and preacher in rhino2 in the dense cover Reserves repentia 2 seraphym Death cult assassin His forces are heavy on the right flank to match me BATREP He wins the roll to go first (pod streak is at 8 now I believe...this side trivia bit cracks me up) going 2nd will help me score oath at least so woo hoo He pushes up on the flanks but holds safe and steady in the middle My turn I move in aggressive and send my DP hunting his retributors I spend 2 CP for keen senses + recitation of focus on LFs I split fire between rhino holding his repentia and the retributors 4 wounds on his retributors out of 6 shots He rolls 3-5-5-6 for saves (celestine buff doh!!) so he saves all but 1...and the 1 he pulls is the only model LF had LOS to I need to burn the cherub and CP a damage roll but the remainder manage to kill his rhino His rhino explodes and makes me happy 3 MW on canoness and imagifier 2 zephyrm 2 sister 2 wounds on preacher 1 repentia dies from disembark My bolters kill 2 more LF charge repentia since I will die anyways and they are close 8 wounds into them but kill only 2 b/c he has 4++ from auras (celestine AND imagifier combo...doh) He used a strat to give me MW for every dead model and I lose 1 LF He kills LF in return I score full oath and manage engage on turn 1 I would have liked to kill more retributors but I got a nice explosion to start thinning his numbers Turn 2 Left flank he drops his death cult assassins in a tiny hole to score engage Right flank he pushes in hard Celestine moves forward Zephrym advance and charge with seraphym reinforcements dropping in on the far right He fires on landing with a stratagem and kills 1 BC with flamers He fires again and kills 2 more...crap only 2 remain so chaplain no longer has LOS protection He kills DP with retributors but uses a cherub in the process Chaplain eats retributor fire and uses transhuman...only fails 1 save and takes 5 damage...but he burned 2 cherubs to get that through so I count it as a win Celestine charges chaplain Repentia charge wolf lord and chaplain Zeraphym charge BC Seraphym fail to charge eradicators Celestine kills chaplain (failed 2/8 saves) Zerphym kill BC and pile into eradicators Wolf lord kills 2 and takes 2 MW from stratagem Takes 2 damage in return (made 5/6 4++ saves) Ouch...that turn sucked and I lost an objective and banner in the process My turn I go all in on right flank Bring in 2 BCs and wulfen dread from reserve The BCs get to push closer than 9" b/c of the strategic reserve rules I drop my WG in the middle to score me oath of moment points LEFT Eradicators shift over and kill 4/5 sisters Cyberwolf runs across the line to get me full engage points...in the fight phase I charge and kill the last surviving sister of battle MIDDLE I shift my forces to the right to deal with celestine and the zepharym while hoping pot shots will kill the repentia WG frag grenade kills 1 repentia Murderfang kills last repentia with flamer and SB fire Rune priest gets 3 wounds on celestine with a smite but he blocks my living lightning attempt to kill her in the psychic phase WG charge in and put 14 wounds on celestine to kill her...for now Wulfen dread makes the 9" charge into his seraphym and kills 3 BC1 make the short and easy charge and kill 2 more and wipe the seraphym on right flank BC2 fail the short charge to his zeraphym...CRAP!!! Wolf lord and murderfang only kill a handful of models...2 zepharym are alive and I am screwed... His survival has blocked my characters from consolidating and they are sticking out of LOS protection His 2 surviving zepharym kill my wolf lord in return Celestine stands up Crap crap crap That was an amazingly bad turn that may cost me the game I am missing my wolf lord AND chaplain so no rerolls going forward Turn 3 He uses the last of his CP to kill my left flank wolf with seraphym then drop repentia in b/c the wolf is no longer zoning out Retributors kill 4/5 WG with melta Murderfang survives 12 multi melta shots with 3 wounds remaining (his lucky day) Repentia kill 2/3 eradicators after transhuman after charging in He is able to manipulate his pile in and consolidate to take the objective and banner from my handful of BGV touching it...CRAP His other zepharym hop on the crates and fight the WG down below (this involved some book reading to see we can fight 5") He kills 2/5 WG and I kill 5/9 zepharym or so in return My turn My RP is the last hero left alive. He goes in close and casts null zone near celestine and I eradicate her ass with the single eradicator alive on the left flank I also cast MH on his zeraphym so my WG can save themselves in the middle The death of celestine lets my right flank eradicators fire down range at his repentia...I kill a single model...bleh The BC that failed to charge put a banner on the right and get within 6" of my middle objective to raise a banner next turn I play for the win and send murderfang and the wulfen dread into the teeth of his retributor firing line Murderfang and Wulfen dread make LONG charges...these are huge to get me back into the game Wulfen kills 4/5 sisters and consolidates into retributors on the right flank Murderfang kills retributors he charged and consolidates into the last free retributors Murderfang then dies to retributors in melee (embarassing really...this sucked for me) Well crap...he can shoot now and my best chance at a comeback takes a massive blow Eradicators and BGV kill repentia in bottom left corner to take back the objective WG kills his zepharym in the middle Turn 4 He meltas wulfen dread to death Seraphym flamers kill 1/3 WG but they do nothing in melee and are wiped out by my WG return attacks My turn I have a slim chance and need everything to go right The BC on the right flank finally clear the damn difficult ground and get close to his objective for a turn 5 move WG and RP move right to mop up and steal his point Bladeguard move up to charge death cult assassins Eradicators move to get LOS shots RP uses LL and smite to kill 3/5 retributors and remove LOS protection Frag grenade from WG kills obsec sister Eradicators kill canoness I make WG charge into retributors and preacher I make RP charge into retributors I fail the BGV needing a 7 into his death cult assassins...CP reroll fails too CRAP!!!! This might be game...I needed this to slingshot and deny engage while scoring my own and threatening his banner Imagifier HIs into my WG RP swings first and kills all retributors WG kill imagifier who consolidated in but fail to kill preacher WG consolidate into his last survivor retributor squad to prevent them from firing Turn 5 He advances his rhino over and spends CP to charge into my WG his preacher falls back but I decide to HI my RP after him WG barely hurt rhino CRAP!!! I was hoping the RP extra movement would let me get to charge at his last objective easier but now I am locked and can't even jump and cast spells Rhino prevents me from putting banners down as well Huge sequence of events at the end where every point matters Final & recap 77-74 SW loss I was the underdog going in but saw a chance at victory near the end Had hot and cold luck throughout but came up just short It was a great competitive game with luck swings on both sides I lost but I am ok with the fight I put up...I thought I was going to take a beat down after turn 2 but I clawed back and almost grabbed it at the end I was unfamiliar with how his list would play...now that I understand how it works I won't be using my BCs out of reserve like that in future games...I needed to keep things on the board and push out I should have done a much better job keeping my characters alive as well...I didn't see the potential of his list to kill screening units I recognize my failings and will correct them The goal now is to finish in 2nd place overall NightHowler, Karhedron and Konnavaer 3 Back to top Link to comment Share on other sites More sharing options...
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