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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 Cost

Masque 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, Warlord

Troupe 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 Pistol

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 Pistol

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 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 Bolas

Skyweavers [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 Cannon
Starweaver [4 PL, 80pts]: 2x Shuriken Cannon


++ Battalion Detachment -3CP (Aeldari - Craftworlds) [51 PL, -3CP, 995pts] ++

+ Configuration +
Craftworld Attribute
. *Custom Craftworld*: Expert Crafters, Students of Vaul

Detachment 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, Witchblade

Warlock 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 Grenades

Dire Avengers [2 PL, 55pts]: Defence Tactics
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades

Dire 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, Transport
Falcon [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 Starcannon
Wave 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
gallery_49686_16901_171841.jpg
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
gallery_49686_16901_456139.jpg
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
gallery_49686_16901_315803.jpg
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
gallery_49686_16901_230915.jpg
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
gallery_49686_16901_29951.jpg
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
gallery_49686_16901_479220.jpg
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
gallery_49686_16901_59508.jpg
Final score & recap
gallery_49686_16901_13335.jpg
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 by TiguriusX

Great read :thumbsup:

 

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 by Kallas

 

Great read :thumbsup:

 

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

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

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.

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.  

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

gallery_49686_16901_720003.jpg

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

gallery_49686_16901_72825.jpg

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

gallery_49686_16901_245345.jpg

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

gallery_49686_16901_552684.jpg

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

gallery_49686_16901_278563.jpg

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

gallery_49686_16901_350893.jpg

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

gallery_49686_16901_124957.jpg

Turn 4

We speed play the end b/c units almost wiped out

He moves to earn engage

gallery_49686_16901_105260.jpg

My turn

I get charges and kill what I need

gallery_49686_16901_6412.jpg

Turn 5

Nothing moves or happens...game and final score basically set already

Final and recap

gallery_49686_16901_6457.jpg

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 by TiguriusX
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?

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

@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.

+ 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.

 

+ 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.

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


gallery_49686_16901_432471.jpg




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


gallery_49686_16901_288731.jpg

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


gallery_49686_16901_442613.jpg

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


gallery_49686_16901_228032.jpg

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


gallery_49686_16901_494733.jpg


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


gallery_49686_16901_29053.jpg


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


gallery_49686_16901_57572.jpg

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

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
gallery_49686_16901_83192.jpg
This is the view from his side
*note the left/right flanks are flipped
gallery_49686_16901_338081.jpg
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
gallery_49686_16901_312044.jpg
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
gallery_49686_16901_450896.jpg
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
gallery_49686_16901_592247.jpg
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...
gallery_49686_16901_657803.jpg
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
gallery_49686_16901_366518.jpg
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
gallery_49686_16901_452917.jpg
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
gallery_49686_16901_182618.jpg
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
gallery_49686_16901_187234.jpg
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
gallery_49686_16901_65222.jpg
Final and recap
gallery_49686_16901_93356.jpg
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

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

gallery_49686_16901_317832.jpg

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

gallery_49686_16901_38005.jpg

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

gallery_49686_16901_404825.jpg

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

gallery_49686_16901_394041.jpg

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

gallery_49686_16901_189067.jpg

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

gallery_49686_16901_254672.jpg

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

gallery_49686_16901_319923.jpg

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

gallery_49686_16901_481713.jpg

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.

gallery_49686_16901_218316.jpg

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

gallery_49686_16901_314956.jpg

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

gallery_49686_16901_59772.jpg

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 by TiguriusX
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


gallery_49686_16901_599323.jpg


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


gallery_49686_16901_122365.jpg




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


gallery_49686_16901_466451.jpg

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


gallery_49686_16901_591132.jpg


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


gallery_49686_16901_707450.jpg


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


gallery_49686_16901_101404.jpg

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


gallery_49686_16901_760271.jpg


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


gallery_49686_16901_445578.jpg



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


gallery_49686_16901_383452.jpg


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


gallery_49686_16901_518692.jpg


gallery_49686_16901_88611.jpg


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


gallery_49686_16901_553294.jpg




Final & recap


gallery_49686_16901_21316.jpg

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


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