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Was gonna wait until I actually played before starting this...but I see lots of interest in the concept and figured I would start early.

 

Draft 1-Terminators + Super smash chaplain

 

My army

 

++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Space Wolves) [100 PL, 4CP, 2,000pts] ++

 

+ Configuration +

 

**Chapter Selector**: Custom Chapter, Space Wolves Successor, Stalwart, Warded

 

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

 

Detachment Command Cost [-3CP]

 

+ Stratagems +

 

A Trophy Bestowed [-1CP]

 

Stratagem: Relics of the Chapter [-1CP]: Number of Extra Relics

 

Thane of the Retinue [-1CP]

 

+ HQ +

 

Librarian [7 PL, -1CP, 145pts]: 1. Living Lightning, 2. Murderous Hurricane, 5. Storm Caller, Chapter Command: Chief Librarian, Force sword, Frag & Krak grenades, Jump Pack, Rites of War, Smite, Storm bolter, Stratagem: Hero of the Chapter, The Armour of Russ

 

Primaris Chaplain on Bike [8 PL, -1CP, 150pts]: 4. Mantra of Strength, 6. Canticle of Hate (Aura), Absolver Bolt pistol, Benediction of Fury, Chapter Command: Master of Sanctity, Crozius arcanum, Frag & Krak grenades, Hunter, Litany of Hate, Stratagem: Warrior of Legend, The Imperium's Sword, Twin Bolt rifle, Warlord

 

+ Troops +

 

Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

 

+ Elites +

 

Wolf Guard [7 PL, 145pts]: Jump Pack

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw

 

Wolf Guard [7 PL, 145pts]: Jump Pack

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw

 

Wolf Guard Terminators [18 PL, 395pts]

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard Terminator Pack Leader: Chainfist, Combi-melta

 

Wolf Guard Terminators [18 PL, 395pts]

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard Terminator Pack Leader: Chainfist, Combi-melta

 

Wulfen [8 PL, 145pts]

. Wulfen Pack Leader: Wulfen Frost claws

. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

 

Wulfen [8 PL, 145pts]

. Wulfen Pack Leader: Wulfen Frost claws

. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

 

+ Fast Attack +

 

Cyberwolves [1 PL, 15pts]

. Cyberwolf: Teeth and claws

 

Cyberwolves [1 PL, 15pts]

. Cyberwolf: Teeth and claws

 

+ Heavy Support +

 

Eliminator Squad [5 PL, 75pts]: Bolt sniper rifle

. Eliminator Sergeant: Bolt pistol, Camo cloak, Frag & Krak grenades, Instigator Bolt Carbine, Morkai's Teeth Bolts

. 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades

 

+ Dedicated Transport +

 

Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter

 

Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter

 

++ Total: [100 PL, 4CP, 2,000pts] ++

 

Created with BattleScribe (https://battlescribe.net)

 

 

Main concept is super durable terminators.

Stalwart + Warding so it takes a strong effort to remove my models

 

Goal is to play for midfield and dominate primary scoring

 

I can throw jump WG and Wulfen at his objectives to deny points while my terminators stay back

 

I have a super smash chaplain bc i wanted something fun in a list designed to take punches and do nothing.

 

Librarian has upgrade juat in case i need to smite and LL something that has a damage cap per phase (looking at you phoenix lords)

 

Draft 1 will be facing a sisters of battle army tomorrow that is trying their own AoC buffs on the field of battle

 

 

 

 

Draft 2-Bear saga + bonus LS storm

My army

 

 

++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Space Wolves) [92 PL, 6CP, 1,740pts] ++

 

+ Configuration +

 

**Chapter Selector**: Custom Chapter, Space Wolves Successor, Stalwart, Warded

 

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

 

Detachment Command Cost [-3CP]

 

+ Stratagems +

 

A Trophy Bestowed [-1CP]

 

Thane of the Retinue [-1CP]

 

+ HQ +

 

Chaplain [7 PL, -1CP, 130pts]: 2. Catechism of Fire, 6. Canticle of Hate (Aura), Boltgun, Chapter Command: Master of Sanctity, Crozius arcanum, Frag & Krak grenades, Hunter, Jump Pack, Litany of Hate, Stratagem: Hero of the Chapter, The Armour of Russ

 

+ Elites +

 

Wolf Guard [7 PL, 142pts]: Jump Pack

. Wolf Guard: Astartes Chainsword, Frag & Krak grenades, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw

 

Wolf Guard [7 PL, 145pts]: Jump Pack

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw

 

Wolf Guard Terminators [18 PL, 390pts]

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard Terminator Pack Leader: Chainfist, Morkai's Teeth Bolts, Storm bolter

 

Wolf Guard Terminators [18 PL, 395pts]

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard Terminator Pack Leader: Chainfist, Combi-melta

 

Wolf Guard Terminators [18 PL, 228pts]

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard Terminator Pack Leader: Combi-melta, Lightning Claw

 

Wulfen [8 PL, 145pts]

. Wulfen Pack Leader: Wulfen Frost claws

. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

 

+ Dedicated Transport +

 

Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter

 

Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter

 

Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter

 

++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [13 PL, -1CP, 260pts] ++

 

+ Configuration +

 

**Chapter Selector**: Custom Chapter, Space Wolves Successor, Stalwart, Warded

 

Detachment Command Cost

 

+ Agents of the Imperium +

 

Voidsmen-At-Arms [2 PL, 40pts]

. Voidmaster: Artificer Shotgun, Laspistol

. 4x Voidsman: 4x Lasgun, 4x Laspistol

 

+ HQ +

 

Librarian in Phobos Armour [5 PL, -1CP, 100pts]: 2. Murderous Hurricane, 5. Storm Caller, Bolt pistol, Camo cloak, Force sword, Frag & Krak grenades, Resolve of the Bear, Rites of War, Smite, Stratagem: Warrior of Legend, Warlord

 

+ Troops +

 

Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

 

++ Total: [105 PL, 5CP, 2,000pts] ++

 

Created with BattleScribe (https://battlescribe.net)

 

 

After a prior conversation I managed to put resolve of the bear in the list

 

To do that I had to drop the smash chaplain concept...now my chaplain has 1 job...guarantee a +2 charge or a +1 to wound shooting phase for the melta guns

 

I added a new wrinkle with voidsmen...they can ride inside a LS storm

They are not obsec but they can exit after the LS moves

This opens up some big gameplay options

 

Drive and deny an objective b/c I just dumped 6 models on it

Drive and pop out for RND (don't roll a 6!!!)

 

The other usage for the 3 LS storms is to screen and eat smites

Thousand sons etc. can have fun blasting 7 wounds off a screening LS while my terminators hang back and hope the warding holds

 

 

Draft 2 won't see action for a week or so

Edited by TiguriusX
Ethical Hammer (new nids banned b/c no FAQ etc)
Round 1 v Sisters
Secure missing artefacts
My army
++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Space Wolves) [100 PL, 4CP, 2,000pts] ++
+ Configuration +
**Chapter Selector**: Custom Chapter, Space Wolves Successor, Stalwart, Warded
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost [-3CP]
+ Stratagems +
A Trophy Bestowed [-1CP]
Stratagem: Relics of the Chapter [-1CP]: Number of Extra Relics
Thane of the Retinue [-1CP]
+ HQ +
Librarian [7 PL, -1CP, 145pts]: 1. Living Lightning, 2. Murderous Hurricane, 5. Storm Caller, Chapter Command: Chief Librarian, Force sword, Frag & Krak grenades, Jump Pack, Rites of War, Smite, Storm bolter, Stratagem: Hero of the Chapter, The Armour of Russ
Primaris Chaplain on Bike [8 PL, -1CP, 150pts]: 4. Mantra of Strength, 6. Canticle of Hate (Aura), Absolver Bolt pistol, Benediction of Fury, Chapter Command: Master of Sanctity, Crozius arcanum, Frag & Krak grenades, Hunter, Litany of Hate, Stratagem: Warrior of Legend, The Imperium's Sword, Twin Bolt rifle, Warlord
+ Troops +
Infiltrator Squad [6 PL, 120pts]
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
+ Elites +
Wolf Guard [7 PL, 145pts]: Jump Pack
. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw
. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw
. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw
. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw
. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw
Wolf Guard [7 PL, 145pts]: Jump Pack
. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw
. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw
. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw
. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw
. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw
Wolf Guard Terminators [18 PL, 395pts]
. Wolf Guard in Terminator Armour: Chainfist, Combi-melta
. Wolf Guard in Terminator Armour: Chainfist, Combi-melta
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard Terminator Pack Leader: Chainfist, Combi-melta
Wolf Guard Terminators [18 PL, 395pts]
. Wolf Guard in Terminator Armour: Chainfist, Combi-melta
. Wolf Guard in Terminator Armour: Chainfist, Combi-melta
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw
. Wolf Guard Terminator Pack Leader: Chainfist, Combi-melta
Wulfen [8 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer
Wulfen [8 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer
+ Fast Attack +
Cyberwolves [1 PL, 15pts]
. Cyberwolf: Teeth and claws
Cyberwolves [1 PL, 15pts]
. Cyberwolf: Teeth and claws
+ Heavy Support +
Eliminator Squad [5 PL, 75pts]: Bolt sniper rifle
. Eliminator Sergeant: Bolt pistol, Camo cloak, Frag & Krak grenades, Instigator Bolt Carbine, Morkai's Teeth Bolts
. 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades
+ Dedicated Transport +
Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter
Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter
++ Total: [100 PL, 4CP, 2,000pts] ++
Created with BattleScribe (https://battlescribe.net)
His army
++ Battalion Detachment 0CP (Imperium - Adepta Sororitas) [103 PL, 10CP, 2,000pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Order Convictions: Order: Bloody Rose
+ Stratagems +
Stratagem: Open the Reliquaries
+ No Force Org Slot +
Repentia Superior [2 PL, 40pts]: Bolt pistol
+ HQ +
Missionary [3 PL, 40pts]: 2. Chorus of Spiritual Fortitude
. Autogun, Autopistol, Chainsword
Morvenn Vahl [14 PL, 280pts]: Warlord
Palatine [5 PL, -1CP, 85pts]: Bolt pistol, Stratagem: Saint in the Making, Warlord Trait: 4. Beacon of Faith
. Word of the Emperor
+ Troops +
Battle Sister Squad [3 PL, 55pts]
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Chainsword
. . Bolt Pistol & Boltgun
Battle Sister Squad [3 PL, 55pts]
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior: Chainsword
. . Bolt Pistol & Boltgun
Battle Sister Squad [3 PL, 55pts]
. 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Sister Superior
. . Bolt Pistol & Boltgun
+ Elites +
Celestian Sacresants [8 PL, 112pts]
. 6x Celestian Sacresant (Anointed Halberd): 6x Anointed Halberd, 6x Bolt pistol, 6x Frag & Krak grenades
. Sacresant Superior: Anointed Halberd, Bolt pistol
Dogmata [4 PL, -1CP, 65pts]: 3. Psalm of Righteous Smiting, Relic: Chaplet of Sacrifice, Stratagem: Saint in the Making, Warlord Trait: Blazing Ire
Paragon Warsuits [11 PL, 240pts]
. Paragon: 2 Storm Bolters, Multi-melta, Paragon War Mace
. Paragon: 2 Storm Bolters, Multi-melta, Paragon War Mace
. Paragon Superior: 2 Storm Bolters, Multi-melta, Paragon War Mace
Paragon Warsuits [11 PL, 240pts]
. Paragon: 2 Storm Bolters, Multi-melta, Paragon War Mace
. Paragon: 2 Storm Bolters, Multi-melta, Paragon War Mace
. Paragon Superior: 2 Storm Bolters, Multi-melta, Paragon War Mace
Sisters Repentia [6 PL, 126pts]
. 9x Sisters Repentia: 9x Penitent Eviscerator
Sisters Repentia [6 PL, 126pts]
. 9x Sisters Repentia: 9x Penitent Eviscerator
+ Fast Attack +
Zephyrim Squad [8 PL, 158pts]
. 8x Zephyrim: 8x Bolt pistol, 8x Frag & Krak grenades, 8x Power sword
. Zephyrim Superior: Bolt pistol, Zephyrim Pennant
Zephyrim Squad [8 PL, 158pts]
. 8x Zephyrim: 8x Bolt pistol, 8x Frag & Krak grenades, 8x Power sword
. Zephyrim Superior: Bolt pistol, Zephyrim Pennant
Zephyrim Squad [4 PL, 85pts]
. 4x Zephyrim: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Power sword
. Zephyrim Superior: Bolt pistol
+ Dedicated Transport +
Sororitas Rhino [4 PL, 80pts]
++ Total: [103 PL, 10CP, 2,000pts] ++
Created with BattleScribe (https://battlescribe.net)
Pregame & Deployment
His paragons are going to be a problem
I have sacrificed long range shooting to make this list
He can come in and use faith dice to cause problems in melee
His sister trait is perfect for fighting marines
+1 attack and +1 AP
gonna be a blood bath
I choose
Stranglehold
RND
Oath
He picks
Stranglehold
RND
Leap of faith (gets VP for using miracle dice)
We both choose to move the oppponent's objective deeper into the middle
*the skulls are the moved objectives...the large circles are the original location
Reserves
Termie1
Wulfen1
Zephyr1
Zephyr2
Battle sister
Sacrasant in rhino
gallery_49686_17399_84363.jpg
I missed having my lord of deceit from my previous armies and had to accept consequences of going second
I think overthinking it forced some mistakes here
I was afraid of his rhino making a pregame move so I sacrificed my infiltrators to prevent a move
I could just as easily have placed my librarian + armor of russ near the terminators so I swing first in combat
BATREP
He wins roll for first turn...crap
He pushes forward hard
Vahl gives full rerolls to a paraon unit
Only 2/3 can get range on my forward wulfen
I save all but 1 SB shot with wulfen (phew!)
The extra guy kills my forward placed cyberwolf
He disembarks his sacrasants and heads toward infiltrators
He charges sacrasant into infiltrators and wipes them then consolidates onto middle objective and scores stranglehold
I forget to a SS b/c I am in panic mode...this is a very bad opening for me
My turn
I am in a REAL bad position...my army is slow and has no ranged threats
I am accustomed to having long fangs and eradicators to destroy anything in the open...gonna take getting used to a new style
I think long and hard about my turn and what I need to accomplish
The sacrasants in the middle have to die...he can't score more and deny me stranglehold
I have no good trading units to accomplish that job
I have to sacrifice the chaplain and forward wulfen need a long charge
Chaplain gets mantra of strength but fails hate
He zooms in real close
Wulfen 1 push up and need an 8" charge to join him
Plan B is the leftmost terminator squad and rune priest support
I advance the terminators onto the objective and get a few in melta range of the sacrasants
I daisy chain a few so the RP can get LOS protection and line up smite and LL on the sacrasants as well
I advance 1 unit of WG to the middle and hope the wall keeps me safe
My forward eliminators are screwed. I can leave them there to zone out and die or I can spend 1 CP to guerilla the eliminators out of danger and use their morkai bolts to help in a later turn
I decide to spend the CP and pull them off the board
Final move is to have my rearmost WG try and RND
I roll a 6 and fail RND...yay
Funny trivia note...I have tried RND 2 times with a non troop-obsec unit...rolled 6 to fail both times
Psychic phase...I need to thin down the sacrasants otherwise they may spike 4++ and put me in a deep hole
RP rolls a 4 to smite...I burn a CP and get a 10 instead
Super smite blasts 6/7 sacrasants...things are looking better
I was originally going to LL as well but I cast MH on his zephyr instead
Chaplain and Wulfen make charges
Sacrasant dies and I score strangle + oath
gallery_49686_17399_190485.jpg
Turn 2
He drops the hammer on me...all his reinforcements come in and he zones me out HARD
Left flank is 1 sister unit to do RND#2 and 1 zephyr
Right flank is a zephyr to zone me out and prevent a counter attack on his paragons...I am hating the short range shooting in my list right now
Paragon1 fires at my WG and roll 4/6 2's to wound and I roll a 5 armor save to survive his shooting (miracle for me)
Paragon2 fires at the Wulfen. He starts with SBs and pushes 4 wounds through. I kill packleader b/c he can't save MM that will follow...I make every single 4++ against his MM (miracle again)
This has ruined his planned melee in the middle...he had jumped his original zephyr in my face but he has to deal with the screening wulfen instead of tearing into my WG and RP in the rear.
He decides not to charge with them anymore
I HI my WG into his zephyr that are stuck with fight last from MH
His reinforcement Zephyr use miracle and auto charge my terminators on far left flank (crap)
Paragon2 charge into wulfen
Dogmata charges wulfen + chaplain
He pops full buffs on zephyr into terminators (4 CP)
37 dice
only 3 exploding 6 (35 hits...would have been worse without full rerolls)
19 wounds
12 damage after saves (decent rolling here)
I only lose 4/10 terminators...looking good here so far
Fully buffed Dogmata smacks chaplain for 4 damage
Paragon2 put 14 wounds on Wulfen
Wulfen put 7 TH wounds on his paragons after dying
Only 1 paragon dies after fate dice manipulation...grrr
Chaplain kills dogmata...but will take double attacks on death back (dogmata has crazy rules apparently)
WG kill zephyr with exactly 6 wounds
Terminators wipe zephyr with swing back and use 6" consolidation stratagem to push towards his rhino
gallery_49686_17399_294484.jpg
*sorry for the confusion I took this screen shot from the wrong side and we are flipped
My turn
I am very lucky my WG and terminators were so awesome in melee. They removed his screening units and left a landing zone in the middle
I drop with 8 meltas to fire at his paragons
The existing terminators move as backup shooting to paragons and charge rhinos/sisters after
I send my rear WG to wipe his right flank zephyr out
I send forward WG to stand safely in the middle with obsec and guarantee secondary scoring
Eliminators are my only free unit to RND...they fail hard LOL...might have been a bad secondary choice
I focus my support units on reducing zephyr on right flank
Smite for 1
Fail to MH paragons
LS storm kills 2 with HB shooting
Terminator2 kills the last 2 paragons in middle with melta
Terminator1 kills rhino with melta
Make all my charges
WG wipe zephyr right flank
Terminators barely cut through sisters
Power armor and AoC against basic LC not in assault doctrine is a 4+ save...too stressful for me!!!
I secure all my secondaries
gallery_49686_17399_10909.jpg
Turn 3
He splats WG on far right with paragon melta
Vahl burns a CP to make charge into middle WG (rolled a 3 initially)
Terminators fail to hit with CM in overwatch and eat a paragon charge
16 attacks from buffed paragaons (exploding 4+ and double 6)
7 6s and 5 4+
31 attacks land
29 saving throws required
15 failed saves...10 dead terminators
This is a huge blow...it rips me off an objective and drops me to 4 primary as well
gallery_49686_17399_247789.jpg
My turn
I'm running low on units...nobody can RND b/c I need to fight
The paragons must die or they will tear through my remaining terminators
Termies advance 6 and line up 5 meltas into paragons
RP hops to middle to blast paragons and use rites of war to secure middle
I have no good options for wulfen...battle in midfield means no easy charge
They come in and hope for a 10" charge or to be bait if they fail
I sacrifice the cyber wolf to body block the small opening and prevent any surviving paragons from walking out to threaten terminators in melee
Smite and LL max out and pop paragons for 6 total
Melta kill 1 more and drop last to a single wound (doh!!!)
Wulfen fail 10" charge as expected
gallery_49686_17399_68799.jpg
Turn 4
Sends vahl and red sisters after wulfen
Paragon vaporizes RP (I roll 1 and 2 for save)
Paragon charges and kills CW
This freaking paragon should have been dead...1 wound left and he just removed 2 of my major scoring assets
Vahl kills 3 wulfen
They land 10 hammers on death
He saves 8/10 4++
Remaining wulfen kill all the sisters and Vahl is too far to activate twice and engage them again (the LS storm is basing him and the nearest wulfen is 5" away)
Wulfen roll a 4 for morale...PASS!!!
gallery_49686_17399_270247.jpg
My turn
This is basically for the game...I need to max secondaries
I could shove everything I have to the middle but then his repentia come in hard and I don't know if I have enough to take it all back end of game
I can go for the risky move and send wulfen to kill sisters and force his repentia to chase them down...that leaves middle easy and secure for final turn
I take the risky play
LS flies to middle
Eliminators step out to fire at palatine
Terminators perform automatic RND and fire at last paragon for 2 CP
Eliminators fail to kill palatine in middle (that armor of contempt + light cover are too hard to beat with crappy AP2 sniper rifles)
LS fails too...damn crappy 4 wound sisters character is still standing!!!!
Last chance...2 wulfen charge into 5 sisters
4 TH attacks and 6 LC attacks only kill 3/5
Costs me the game b/c I don't get stranglehold now
Turn 5
We talk it out at this point
Only event to check is whether my eliminators manage a RND on a 3 or lower...they fail
Final & Recap
gallery_49686_17399_51739.jpg
82-90
SW defeat
Mistakes were made...lessons were learned
The main topic everyone is interested in...AoC
AoC is gonna be a mixed bag for us
It adds some durability...but it also makes our melee attacks worse
Instead of shredding through dinky sisters they will now put up a decent fight
His army was built to handle AoC changes (bonus AP in melee) and it paid off for him
Mine had a few tools but I couldn't get them in position where I needed them
My biggest take on my list is I need ranged weapons. I miss having LFs and eradicators because they influence enemy decisions without needing to roll dice.
The eliminators were absolute garbage as well
Finally...I need to reconsider RND in future games...that likely cost me the game
Edited by TiguriusX

Power swords really do look allot more attractive these days, claws are still good in assault doctrine but yeah they lost a bit of punch vs AOC. Time will tell on AOC, it's a band aid after all and we just don't know what gw will do in future. 

I’m torn on termie load outs. Claws will give more chances to proc bonus hits, and with rerolls to wound, force more saves. But yes, until you get to AP 3 it’s not terribly reliable against AoC. The thing is this reminds me of when Grey Knights came out and everyone said they were dropping librarians. 
 

of course I realize AoC will be a big factor in any tournament setting but the Claws with better versatility into none AoC armies and the added save rolls for AoC armies make me think people might be over reacting.  
 

that said I’m looking at chainfists for Termies. Hammers are almost dead to me…. Bad against low level infantry and just too unreliable against AoC. I do see the value in power weapons though, but I get that from Bladeguard and even Thunderwolf Calvary might be better off with them… or fists? I’m just a big fan of the Chainfist ( for Termies)

You could go with a slight discount, and go relic termi with chain fist and bolter.

 

But if sold on "needing" a combo weapon then stuck to new termis

may try that

 

field testing is making me hate combi meltas right now

 

i really need my usual heavy support picks instead

 

other people are testing their own aoc buffs...in a game v GK and he can get +1 save with a spell

 

saves on 2s v LCs

 

9 combi meltas killed 1 at range (transhuman trick)

 

GK and sisters getting much more out of AoC than we are

Why go with the relic termies over the basic ones? Don't get me wrong, I use relic termies, but is there a big difference? 

 

To me for 5 pts per model, the combi melta is pretty good even when dropping in from deep strike, especially in a list like this that has removed Eradicators or doesn't want to use long fangs.  Personally I think the AoC based termies are a great strategy, but the speed of hard hitting weapons is important. (That's why I still like the idea of MM bikes, flanking Eradictors, and/or drop pod fangs)

Guest Triszin

Made a mistake on points

 

Relic w/ lightning and bolter is 34 pts.

 

Chain is 39, So I got them crossed.

 

 

Standard ones still cheaper, bit relic would be an option if you wanted an auto cannon tossed in.

 

 

My apologies for the confusion

Copenhammer (new nids banned)

Round 1 v Grey Knights

Mission 11-Recover the relics



My army-3xLS and voidsmen variant


++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Space Wolves) [92 PL, 6CP, 1,740pts] ++


+ Configuration +


**Chapter Selector**: Custom Chapter, Space Wolves Successor, Stalwart, Warded


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)


Detachment Command Cost [-3CP]


+ Stratagems +


A Trophy Bestowed [-1CP]


Thane of the Retinue [-1CP]


+ HQ +


Chaplain [7 PL, -1CP, 130pts]: 2. Catechism of Fire, 6. Canticle of Hate (Aura), Boltgun, Chapter Command: Master of Sanctity, Crozius arcanum, Frag & Krak grenades, Hunter, Jump Pack, Litany of Hate, Stratagem: Hero of the Chapter, The Armour of Russ


+ Elites +


Wolf Guard [7 PL, 142pts]: Jump Pack

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Astartes Chainsword, Frag & Krak grenades, Lightning Claw

. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw


Wolf Guard [7 PL, 145pts]: Jump Pack

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw


Wolf Guard Terminators [18 PL, 390pts]

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard Terminator Pack Leader: Chainfist, Morkai's Teeth Bolts, Storm bolter


Wolf Guard Terminators [18 PL, 395pts]

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard Terminator Pack Leader: Chainfist, Combi-melta


Wolf Guard Terminators [18 PL, 228pts]

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard Terminator Pack Leader: Combi-melta, Lightning Claw


Wulfen [8 PL, 145pts]

. Wulfen Pack Leader: Wulfen Frost claws

. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer


+ Dedicated Transport +


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [13 PL, -1CP, 260pts] ++


+ Configuration +


**Chapter Selector**: Custom Chapter, Space Wolves Successor, Stalwart, Warded


Detachment Command Cost


+ Agents of the Imperium +


Voidsmen-At-Arms [2 PL, 40pts]

. Voidmaster: Artificer Shotgun, Laspistol

. 4x Voidsman: 4x Lasgun, 4x Laspistol


+ HQ +


Librarian in Phobos Armour [5 PL, -1CP, 100pts]: 2. Murderous Hurricane, 5. Storm Caller, Bolt pistol, Camo cloak, Force sword, Frag & Krak grenades, Resolve of the Bear, Rites of War, Smite, Stratagem: Warrior of Legend, Warlord


+ Troops +


Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine


++ Total: [105 PL, 5CP, 2,000pts] ++


Created with BattleScribe (https://battlescribe.net)




His army


++ Battalion Detachment 0CP (Imperium - Grey Knights) [115 PL, 11CP, 2,000pts] ++


+ Configuration +


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)


Brotherhood: Prescient Brethren


Detachment Command Cost


+ HQ +


Brotherhood Chaplain [7 PL, 125pts]: 1. Words of Power, 5: Warp Shaping, Brotherhood Psyker Power, Crozius Arcanum, Frag & Krak grenades, Heroism's Favour, Storm Bolter


Brotherhood Librarian [8 PL, 135pts]: 4: Purifying Flame, 4: Vortex of Doom, 6: Psychic Epitome, Brotherhood Psyker Power, Crux Terminatus, Foretelling of Locus, Frag & Krak grenades, Warlord

. Nemesis Warding Stave: Nemesis Warding Stave


+ Troops +


Strike Squad [6 PL, 110pts]: Brotherhood Psyker Power, Frag & Krak grenades

. 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter

. Grey Knight Justicar: Storm Bolter

. . Nemesis Force Sword: Nemesis Force Sword


Strike Squad [6 PL, 110pts]: Brotherhood Psyker Power, Frag & Krak grenades

. 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter

. Grey Knight Justicar: Storm Bolter

. . Nemesis Force Sword: Nemesis Force Sword


Strike Squad [6 PL, 110pts]: Brotherhood Psyker Power, Frag & Krak grenades

. 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter

. Grey Knight Justicar: Storm Bolter

. . Nemesis Force Sword: Nemesis Force Sword


+ Elites +


Brotherhood Apothecary [6 PL, -1CP, 100pts]: 2: Empyric Amplification, 3: Unyielding Anvil, Brotherhood Psyker Power, Frag & Krak grenades, Shield of Humanity

. Nemesis Force Sword: Nemesis Force Sword


Paladin Squad [26 PL, 460pts]: 6: Etheral Castigation, Frag & Krak grenades

. 9x Paladin (Sword): 9x Nemesis Force Sword, 9x Storm Bolter

. Paragon: Storm Bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer


Paladin Squad [26 PL, 460pts]: 5: Armoured Resilience, Frag & Krak grenades

. 9x Paladin (Sword): 9x Nemesis Force Sword, 9x Storm Bolter

. Paragon: Storm Bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer


+ Fast Attack +


Interceptor Squad [8 PL, 130pts]: Brotherhood Psyker Power, Frag & Krak grenades

. 4x Interceptor (Sword): 4x Nemesis Force Sword, 4x Storm Bolter

. Interceptor Justicar: Frag & Krak grenades, Storm Bolter

. . Nemesis Force Sword: Nemesis Force Sword


Interceptor Squad [8 PL, 130pts]: Brotherhood Psyker Power, Frag & Krak grenades

. 4x Interceptor (Sword): 4x Nemesis Force Sword, 4x Storm Bolter

. Interceptor Justicar: Frag & Krak grenades, Storm Bolter

. . Nemesis Force Sword: Nemesis Force Sword


Interceptor Squad [8 PL, 130pts]: Brotherhood Psyker Power, Frag & Krak grenades

. 4x Interceptor (Sword): 4x Nemesis Force Sword, 4x Storm Bolter

. Interceptor Justicar: Frag & Krak grenades, Storm Bolter

. . Nemesis Force Sword: Nemesis Force Sword


++ Total: [115 PL, 11CP, 2,000pts] ++


Created with BattleScribe (https://battlescribe.net)




Pregame & Deployment


No scary shooting...just bodies and melee + psyker powers

My LS should have freedom to maneuver and score


Secondaries


I pick

-Banners

-Behind enemy lines (I can fly the speeders over and even drop voidsmen for easy 4 one of the turns)

-Oath (it was this or TTL and play defensive with all my terminators...if I go 1st I can walk my bricks of terminators in)



He picks

-Banners

-Stranglehold

-Purifying ritual (GK specific...auto 15)


I reserve

Termie1 (morkai bolts)

Termie3 (small squad)

Voidsmen go in LS


He reserves nothing

Puts paragons on each flank...fairly balanced


I reserve morkai terminators and 6 man terminators

I start with other terminator brick on left flank

Wulfen and WG on right

LS and WG middle

Infiltrators screening my rear

gallery_49686_17399_252840.jpg



BATREP


He wins roll for first turn


Walks forward and drops banners everywhere

He only gets 2/3 purifying rituals

gallery_49686_17399_127307.jpg


My turn

Left flank

I advance 2 on left with terminators...leave a hole for chaplain to land and HI if needed

chaplain jumps in the hole and raises banner

rune priest walks up


Middle I send 2 LS in middle for oath...they also have shots at his forward interceptors in devastator doctrine

If he attacks me I counter hard...if he ignores I go for behind enemy lines

WG shuffle forward some

Infiltrators raise banner2


Right flank I move wulfen 13.1" from his paragon termies

WG raise the banner3

LS shuffles to get LOS


Fail to cast SC or perils (rolled a 4)


Shooting manages 1 HB wound and death on an interceptor (was hilariously bad)

gallery_49686_17399_37035.jpg


Turn 2

He raises dead interceptor for 1 CP

He pushes up aggressively

Interceptor1 moves to middle

Interceptor2 moves to auto charge wulfen

Paragon terminators push up as well


He only gets 2/3 purifying rituals again


Vortex + flame kills LS1


Interceptor1 and 2 SB manage to kill 2 SS wulfen

Paragon put 4 SB wounds on remaining LS then kill it in melee

The voidsmen jump out and 1 dies

They can't score BEHIND anymore but they are fine standing in the middle for now


He kills remaining SS Wulfen but I kill 3 in swing backs

Pack leader finishes squad then runs to morale (rolled a 4)


I was NOT expecting to lose both LS...he came out with his vortex HQ and surprised me

It does set up a nice counter and get my left flank terminators free movement to middle though


gallery_49686_17399_242508.jpg


My turn


Chaplain gets hate + hate on chants...fully buffed

He rolls a 6 and advances to give my 10 man terminator2 squad arriving from DS a bubble...I can fire meltas then charge into his paragons


Only 3 combi melta wounds get through his transhuman stratagem

Firt shot is 5 damage

Second shot is 2 damage

I CP that into a 1...follow by another 1

I killed a single terminator...uggg


They fail their charge despite using another CP as well....CRAP


WG make a long hero charge into both termies AND apothecary

I plan to use elite melee skills to activate and move away from his termies to deny them any swings. I explain the move in advance and my opponent has seen it before and knows whats coming



Chaplain says nope nope nope to the original plan of charging paragon terminators and charges the middle infiltrator2 instead...


WG get savage strike and kill the apothecary and consolidate as close as they can without entering engagement range

He fights on death and kills 3 to save his point


Left flank terminators move to middle and wipe his interceptor2 squad while daisy chaining to keep objective. They thank the chaplain for the reroll buff


Here comes the super move...my chaplain uses his canticle of hate to move 12" (pile in followed by consolidate) to the far right and try to save my stranded terminators


I can now HI and swing first at his terminators if they come in


I am prepared to lose 1 squad of terminators but I need 1 to live to counter attack effectively


gallery_49686_17399_491770.jpg

Turn 3

I tell him I am in the assault doctrine...my LCs can finally hurt him


His left flank terminators come forward and defend the objective with numbers

Last unit of interceptors push directly forward to my objective and RP


Voidsmen get killed by purifying flame (I fail to deny needing a 6...rolled a 5)


He gets super smite on chaplain 3 damage...warded only stops 1...I have 1 left and need to survive SB


He only gets 1 purifying flame secondary to go off


I take 9 SB saves and burn a CP but I live!!!

Middle terminators take a single wound from SB


He charges chaplain ONLY b/c armor of russ...I lose chaplain but he saved my terminator brick

Chaplain kills 1 termie before dying (he rolled a 1 LOL)


He charges last 2 WG and kills them as well

gallery_49686_17399_450044.jpg


My turn


Dog pile on his paragons!!!

Both terminators and my WG get to auto charge range


I drop last terminator squad and melta snipe his librarian

LS flies to middle


Meltas kill 3


Make 11 for charge


11 wounds total on his knights (horrible rolling to hit and wound...had 25 dice to start)

He saves 2...the squad lives with 1 wound...soooo close to removing a banner

But I was not expecting to make that charge so I can't complain too much

In hindsight I should have done fury of the first to hit on 2s instead of wound on 3s

He responded with transhuman to counter me...left us both with 0 CP



Termies give me a scare but I manage to kill his paragon off after 2 activations...good thing I got MH off on him earlier!!!


gallery_49686_17399_446015.jpg


Turn 4


He moves to kill off my terminators in his DZ


He pushes his interceptors for a 9" charge onto my infiltrators in my DZ

This will be a game deciding roll coming up


He makes 3/3 purifying rituals

SB drops LS to 1 wound but it lives!!! Now it can score behind enemy lines for me


He makes all his charges except the key 9" into my infiltrators


WG survive and kill his grey knights...big deal and gets me hold more


gallery_49686_17399_156601.jpg

My turn

I move to focus on scoring

I shove LS and WG far away to get behind enemy lines

I walk right side termies up and decide to plant a banner on his side instead of mine...I figure RP can walk to mine next turn


My bottom terminators advance left to reinforce for turn 5 and get in melta range of his interceptors

I kill 1 model...this is bad...real bad


gallery_49686_17399_239081.jpg


Turn 5

His interceptors easily push deep into my backfield and are auto charge from the incursors...he can rip both my banners off easily


His terminators push middle to charge my terminators


He gets 3 purifying rituals

Smites LS to death


He rolls a 12 for his paragon terminator charge and it completely flips the game


He has enough movement to spread out and touch my top right objective and rip banner off while avoiding a HI from my nearby terminators

He slaughters 8/10 terminators in melee in the middle

I fail morale...

1 survives and only kills 1 interceptor in return



My turn

Things look grim...but I have a hail mary chance

Right side terminators fan out to hold 2 objectives

I spend 2 CP so my terminators can plant a banner and shoot

I get lucky and kill his single model in the rear

That is a relic point and clears my path for hold more


Rune priest gets MH off on the interceptor so my terminator will have a chance

I make the charge and kill 3/4 (rolled 1 for damage...NOOOOO)

He smartly pulls the guys in engagement with terminator and leaves me out of combat


He fails to kill the RP

gallery_49686_17399_343423.jpg




Final & Recap


gallery_49686_17399_93265.jpg

85-85

A tie...sooooo close


I made a ton of mistakes

I am not accustomed to the defensive careful positioning play that a terminator list requires

I really need to think more about how my opponent will move instead of being aggressive

I simply don't have range or mobility to play like my other lists do

I also don't think I make great use of my LS...I threw away the mobility early for little gains

I had the idea to dump voidsmen in his backfield but it never happened


Big mistakes I recall

-terminators failing to wipe him off rear objective b/c I used the wrong 1 CP strat...+1 to hit is better than +1 to wound especially since I have LC already

-failing to stand on my objective and plant a banner in the "safe" location

-failing to be close enough to use my 6" HI and defend the objective


I recognize my failings and will correct them



As for AoC I'm not too excited with our buff

I have played GK and Sisters of battle so far and BOTH of them got a massive bump from it

Our 2+ armor save units are too bad to take advantage of it...I need to test other options

Thanks for doing the report.

 

I have to wonder if hammers are all that your list is missing. I think there is a ton of claws in your list, but I still think there's value in multi damage, even if it is in a -1 d meta right now. (This was a good example of it).

 

I still think you did very well against an army I still consider top tier. I am personally including a Judiciar. With my ULtra's I had to use a special WL trait to make the combo work, but with Wolves it's built in.

 

I'm not sure I understand this:

 

Our 2+ armor save units are too bad to take advantage of it...I need to test other options

 

 

You did really well, it's just a matter of tweaks perhaps.

 

I will be testing my list with a 5 man squad using my beloved chainfists. We'll see how it goes.

 

Thanks again for the write up!

Good luck swinging claws versus T8.

 

Well the thing with Wolves is it's not as straight forward as that. So the more attacks the better, and I'm no math hammer dude, but more is always good. Hammers will hit less (-1 to hit) as well as fists. A few choice Wolves items are at least S5 or more. Take that into consideration, and it gets better when you add the super doctrine in, and the fact you're probably hitting on a 2+ with claws. So all together you get extra attacks, exploding extra hits, a 2+ to hit, re-rolling wounds. I think that's the basic idea.

 

I however am still believing in fists(chain variety where applicable) and hammers. There are a few abilities to put said squad into Assault Doctrine which will amplify the results for Wolves better than many other chapters. 

 

But yea, I agree the over idea going overboard with claws might be a trap when facing something like new Nids, etc.

I played vs sisters Tuesday using my Eldar and oh man did that buff them hard. AoC is definitely good, but I agree that I'm not sure if it helps of hurts wolves more.

 

I haven't had a chance to try my SoB with AoC yet, but structurally the army has a lot more units where it is just pure upside. I'm not as familiar with GK so I can't really comment on them, but I think with marines it's just a bit harder to leverage AoC as well because even though storm shields aren't as good, they still feel necessary to me.

 

If I were still using firstborn, I'd really be leaning to dread lists with wolves at the moment. A rune priest with stormcaller would give some dreads light cover, and access to cloaked by the storm. Blizzard shields don't modify your save so they shouldn't interfere with AoC. I think you'd still need some fast units, and our patented fangs in drop pod but I think that's the direction I would go. If we had better access to advance charge I'd go termies but I don't think I could handle running that slow of a unit in this edition. 

 

Good luck swinging claws versus T8.

 

With wolves it's not too bad. In addition to factors Prot covered we also have a +1 to wound stratagem. If you run a successor with born heroes, it can get even more ridiculous with each unmodified 6 turning into 3 hits. I'm still not high on lightning claws but wolves have the tools to just annihilate things in CC. It's just getting that's the issue for us. 

Grey knight terminators have WS2 and S+1 AP3 D2 swords

 

so they were better at melee

 

they also have a spell for +1 armor (works in melee so they have effective armor 0)

 

they also have a strat for transhuman

 

they also have a rule that 1s and 2s count as 3s when charging

 

basically they get way more value out of their terminator AOC combo

 

we can get combi melta and chainfists but after field testing they dont synergize well

 

you cant charge what you melta...bc dead or pulling models for longer charges

 

The sisters have paragon warsuits in bloody rose...they are the new hotness with a 2+ base save

 

 

 

I am theory crafting aggressors now instead of terminators

 

the T5 lets me skip stalwart trait

gravis armor stratagem or light cover give me the 2+ save to be a pseudo terminator

Okay so there’s some great points here I think but I did not want to hijack the thread. 
 

first off, I love the dread idea with AoC and I think it’s a bit of a sleeper right now because dreads have been so maligned since Tau. But I’m definitely pulling out some experimental dread lists after the infantry test. 
 

for Gravis stuff I agree it could work combined with the strat however I’m actually trying to lean into Heavy troop Intercessors. I’ve owed them to some success before AoC and they are actually something I like in an assault army that needs to find something to hold home objectives. Also they are okay with the heavy bolt rifles standing still getting 2 shots off with at least some ap. 
 

the problem I’ve been having with aggressors is killing anything. 

my theory is to play defensively with aggressors

 

enough dakka to clear chaff and a high volume of PFs that hit on 2s (keen senses first) for hard targets

 

i have manipulated my list so i can even assign them as TTL and hide all game if my opponent is a gunline

I’m still hesitant, but very hopeful. I love the premise, I just don’t know about the practical execution of it, but I honestly would love to hear you have huge success with this. When is the next game planned?

i dont have much free time for games

if im lucky i get a game every sat/sun morning

 

had to cancel and forfeit today bc i was too busy with my daughters 1st sleepover party and had to make up some work in the afternoon

Ethical Hammer

Round 2 v IH

Mission 13 Data Scry Salvage


My army


++ Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Space Wolves) [100 PL, 4CP, 2,000pts] ++


+ Configuration +


**Chapter Selector**: Custom Chapter, Space Wolves Successor, Stalwart, Warded


Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)


Detachment Command Cost [-3CP]


+ Stratagems +


A Trophy Bestowed [-1CP]


Stratagem: Relics of the Chapter [-1CP]: Number of Extra Relics


Thane of the Retinue [-1CP]


+ HQ +


Librarian [7 PL, -1CP, 145pts]: 1. Living Lightning, 2. Murderous Hurricane, 5. Storm Caller, Chapter Command: Chief Librarian, Force sword, Frag & Krak grenades, Jump Pack, Rites of War, Smite, Storm bolter, Stratagem: Hero of the Chapter, The Armour of Russ


Primaris Chaplain on Bike [8 PL, -1CP, 150pts]: 4. Mantra of Strength, 6. Canticle of Hate (Aura), Absolver Bolt pistol, Benediction of Fury, Chapter Command: Master of Sanctity, Crozius arcanum, Frag & Krak grenades, Hunter, Litany of Hate, Stratagem: Warrior of Legend, The Imperium's Sword, Twin Bolt rifle, Warlord


+ Troops +


Infiltrator Squad [6 PL, 120pts]

. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine


+ Elites +


Wolf Guard [7 PL, 145pts]: Jump Pack

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw


Wolf Guard [7 PL, 145pts]: Jump Pack

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard: Frag & Krak grenades, Lightning Claw, Lightning Claw

. Wolf Guard Pack Leader: Frag & Krak grenades, Lightning Claw, Lightning Claw


Wolf Guard Terminators [18 PL, 395pts]

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard Terminator Pack Leader: Chainfist, Combi-melta


Wolf Guard Terminators [18 PL, 395pts]

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Chainfist, Combi-melta

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard in Terminator Armour: Combi-melta, Lightning Claw

. Wolf Guard Terminator Pack Leader: Chainfist, Combi-melta


Wulfen [8 PL, 145pts]

. Wulfen Pack Leader: Wulfen Frost claws

. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer


Wulfen [8 PL, 145pts]

. Wulfen Pack Leader: Wulfen Frost claws

. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer


+ Fast Attack +


Cyberwolves [1 PL, 15pts]

. Cyberwolf: Teeth and claws


Cyberwolves [1 PL, 15pts]

. Cyberwolf: Teeth and claws


+ Heavy Support +


Eliminator Squad [5 PL, 75pts]: Bolt sniper rifle

. Eliminator Sergeant: Bolt pistol, Camo cloak, Frag & Krak grenades, Instigator Bolt Carbine, Morkai's Teeth Bolts

. 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades


+ Dedicated Transport +


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


Land Speeder Storm [3 PL, 55pts]: Cerberus launcher, Heavy bolter


++ Total: [100 PL, 4CP, 2,000pts] ++


Created with BattleScribe (https://battlescribe.net)



His army


++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Iron Hands) [59 PL, -2CP, 1,196pts] ++


**Chapter Selector**: Born Heroes , Custom Chapter, Iron Hands Successor, Whirlwind of Rage


+ Stratagems +


Stratagem: Bequeathed by the Iron Council [-1CP]


Stratagem: Relics of the Chapter [-1CP]: Number of Extra Relics


+ HQ +


Chapter Master [8 PL, 165pts]: Chapter Command: Chapter Master, Combi-melta, Jump Pack, Master-Crafted Weapon, Relic blade, The Imperium's Sword, Warlord


Primaris Techmarine [5 PL, 100pts]: Chapter Command: Master of the Forge, The Ironstone


+ 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


+ Elites +


Vanguard Veteran Squad [14 PL, 284pts]: Jump Pack

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: Lightning Claw, Storm shield

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: Lightning Claw, Storm shield

. Vanguard Veteran Sergeant: 2x Lightning Claw


Vanguard Veteran Squad [7 PL, 142pts]: Jump Pack

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: 2x Lightning Claw

. Vanguard Veteran: Lightning Claw, Storm shield

. Vanguard Veteran Sergeant: 2x Lightning Claw


+ Heavy Support +


Devastator Squad [8 PL, 165pts]: Armorium Cherub

. Devastator Marine Sergeant: 2x Astartes Chainsword

. Devastator Marine w/Heavy Weapon: Multi-melta

. Devastator Marine w/Heavy Weapon: Multi-melta

. Devastator Marine w/Heavy Weapon: Multi-melta

. Devastator Marine w/Heavy Weapon: Grav-cannon


Devastator Squad [8 PL, 165pts]: Armorium Cherub

. Devastator Marine Sergeant: 2x Astartes Chainsword

. Devastator Marine w/Heavy Weapon: Multi-melta

. Devastator Marine w/Heavy Weapon: Multi-melta

. Devastator Marine w/Heavy Weapon: Multi-melta

. Devastator Marine w/Heavy Weapon: Grav-cannon


+ Dedicated Transport +


Drop Pod [4 PL, 70pts]: Storm bolter


++ Super-Heavy Auxiliary Detachment -1CP (Imperium - Adeptus Astartes - Iron Hands) [40 PL, -2CP, 800pts] ++


**Chapter Selector**: Born Heroes , Custom Chapter, Iron Hands Successor, Whirlwind of Rage


+ Lord of War +


Mastodon [40 PL, -1CP, 800pts]


++ Total: [99 PL, -4CP, 1,996pts] ++




Pregame & Deployment


Never seen a mastodon before...don't like T9 with all my S8 shooting

Will focus on killing the rest of his army instead if I can

If the wulfen get close they can try and hammer it down for funsies


I pick

-Stranglehold

-Oath

-Banners


He picks

-No prisoners

-Engage

-Raise banners



I decide I have to sacrifice my infiltrators to keep his DP and devastators away from launching an alpha into my DZ


If I get 1st turn then I hold them...if I get 2nd turn then oath is easy to score


Terminators both go in DS because there is no room to put them down safely

Most of my army is on the left with good LOS blocking and within striking range of objectives

WG are on the right behind LOS blocking crates as a response after the infiltrators get charged


He puts everything in the mastodon and DP


gallery_49686_17399_200703.jpg




BATREP


I get 1st turn


Raise banners and don't move the infiltrators at all

I put MH on his incursors in case they try to charge in


gallery_49686_17399_291112.jpg


His turn

VV come out and put 9/10 wounds on infiltrators (4+ saves on LC)


I burn 2 CP to pass morale and save a banner and objective for VP


gallery_49686_17399_187283.jpg

Turn 2

Chaplain fails both chants but zooms after his VV anyways

Put WG in assault doctrine and they jump over to clean his VV out


Terminator1 teleport in and pop both void shields of Mastadon in shooting

Make all charges except terminators (sad face)


My assault doctrine WG do 1 single wound into his VV...it was pathetic

Not only does he survive and kill 2 of my WG...he consolidates into the single infiltrator nearby to kill him as well with split attacks


This rips me off a point...removes a banner...and opens up a landing spot for his DP

UGGG


Chaplain kills 1 model with his mortal wound bonus...I hate those VV with a passion


Wulfen easily kill him off the other side

WG2 consolidate to grab a ton of objectives


That was pathetic LOL...such a bad turn


gallery_49686_17399_134337.jpg

His turn


Mastadon pushes forward

More VV come out and attack my wolf and eliminators in my DZ

DP comes near the chaplain and WG of shame


Devs kill WG with grav but only 1 terminator with MM

Put 3 wounds on chaplain in super melta range


IH devs are magnitudes easier to handle if you avoid their turn 1 drop


Mastadon shoots

Kills 3 Wulfen

Kills 4 WG


Mastadon runs over last WG in melee

VV kill wolf and 2/3 eliminators to remove banner and steal my home objective


Wulfen pass morale...wooo


And my LS survived the middle for a big oath score


gallery_49686_17399_258046.jpg

Turn 3


I bring in termies2 in middle and try a mastadon in melee with termies (I was curious!)


It is dropped to 13 wounds and mid bracket at least woo hoo

I also have it wrapped


VV kill chaplain (failed every 4+ save after watching his VV make 8/9 lol...silly dice game)

Wulfen2 go to my home objective and clean his VV off to secure it again


gallery_49686_17399_255512.jpg

His turn

Tech marine heals back to top bracket...doh

Mastadon kills 2 termies shooting

Dev kill 1 model from termie2 squad

CM charges in and kills 4 more termie1 models


LS dropped to 1 but still alive


Termie1 fail morale and all 1s for combat attrition


...uggg


So annoyed I forgot screen shot



My turn

RP jumps out onto objective and super smites the stupid mastadon for 4

LL is a perils and I take 2...doh


Wulfen2 make the long charge but only drop mastadon to 3 wounds...it lived b/c a ton of 4+ armor saves


Terminators kill 1 dev squad and consolidate into other to stop it from shooting


gallery_49686_17399_369730.jpg

His turn

Wulfen survive mastodon fire!!!

Chaplain charges in and kills 1...they smash him to a pulp in return


He charges CM in and kills the LS but fails to kill RP after splitting attacks (all his exploding 6s came from LS attacks)

Huuuuge swing in game for me


gallery_49686_17399_203960.jpg

Turn 5

Rune priest LL and smites captain to death (3 wounds both times)


I mop up and secure objectives

I send the solo eliminator to stand in the middle and try for oath

Termie2 shoot his VV killing 2/5 and also melta the nearby devs...I charge into DP so he can't hurt me at all while I daisy chain and hold 2 objectives


gallery_49686_17399_214598.jpg

His turn

He has a mastodon and 3 VVs so can't do much

The mastodon reverses to hold his home objective and kills wulfen with shooting

VV kill the eliminator in middle and consolidate onto the objective with dead wulfen


gallery_49686_17399_248187.jpg






Final & Recap


gallery_49686_17399_99385.jpg

75-53

SW victory!!!


However...I'm sick of my list...even though I won I may just drop from the event and play a new version instead. Only thing tempting me is the new map set is fun.


Trying to hurt other marines is an exercise in pain right now...I hate how our offense has been decreased. LCs feel like chainswords now...just bleh


Also...stalwart and warded are HORRIBLE...I miss hitting on 2s and getting other offensive buffs

Thanks for the battle reports, I really like reading them when the real world gets triggering. I want to start writing some of my own, but I hate basing terrain, and life still hasn't gotten normal enough for me to really invest the time in it.

 

my theory is to play defensively with aggressors

enough dakka to clear chaff and a high volume of PFs that hit on 2s (keen senses first) for hard targets

i have manipulated my list so i can even assign them as TTL and hide all game if my opponent is a gunline

 

That said I think if you feel that your current list isn't dealing enough damage marines, you're really going to be disappointed with them. Most of my experience with them came against SoB last year. I was using the flamer variant because zephyrim were a huge problem, so I was hoping the over watch would be a big enough deterrent and it was for a little while but I didn't feel that they did enough damage beyond that. With AoC I think it would be even worse, they really need advance and charge IMO.

Thanks for the battle reports, I really like reading them when the real world gets triggering. I want to start writing some of my own, but I hate basing terrain, and life still hasn't gotten normal enough for me to really invest the time in it.

 

 

my theory is to play defensively with aggressors

 

enough dakka to clear chaff and a high volume of PFs that hit on 2s (keen senses first) for hard targets

 

i have manipulated my list so i can even assign them as TTL and hide all game if my opponent is a gunline

That said I think if you feel that your current list isn't dealing enough damage marines, you're really going to be disappointed with them. Most of my experience with them came against SoB last year. I was using the flamer variant because zephyrim were a huge problem, so I was hoping the over watch would be a big enough deterrent and it was for a little while but I didn't feel that they did enough damage beyond that. With AoC I think it would be even worse, they really need advance and charge IMO.

Aggressor fists are AP3 so hit harder than LCs

 

the shooting is just bonus and they save on 3s still bc AOC doesnt activate

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