Friday, April 16, 2010
I was going to do a battle repprt of a game against my mates Eldar but mid way through I had a phone call to tell me that I had been burgled!
Luckily they only took my laptop and iPod. I also got married at the weekend. So now that's all out the way and I have a new laptop and no money, here is my first battle report!
We decided on a 1,750 points game using a regular mission from the rule book. We rolled up the mission which was Capture and Control with Pitched Battle deployment.
Alex West's 1750 Points Space Wolves Army:
Wolf Lord [Thunderwolf, Thunder Hammer, Storm Shield, Runic Armour, Wolf Tooth Necklace, Wolf Tail Talisman, Saga of the Beast Slayer]
Rune Priest [Stormcaller, Murderous Hurricane]
2 Wolf Guard [combi meltas, power fists]
1 Wolf Guard [combi melta, terminator armour, chainsfist]
Lone Wolf [Storm Shield, Thunder Hammer]
6 Wolf Scouts [melta gun, mark of the wulfen]
7 Grey Hunters [melta gun, wolf standard, mark of the wulfen, rhino]
8 Grey Hunters [melta gun, wolf standard, mark of the wulfen, power weapon]
5 Grey Hunters [melta gun, razorback - twin lascannons]
2 Land Speeder Typhoons
Land Raider [multi melta, extra armour]
5 Long Fangs [4 missile launchers]
Total - 1749 points
Neil's 1750 Points Chaos Daemons Army List:
Lord of Change
5 Crushers with full command
5 Plague Bearers x 2
3 Tzeentch Daemon Princes
I deployed everything apart from the speeders and scouts.
The raider, razorback and rhino clumped around my objective in the centre of the table while the long fangs took up a decent firing position on the balcony of a building to my right.
The wolf lord went to the right of the raider and the lone wolf went to the right of the rhino in the terrain to keep him roughly central.
Neil chose a Lord of Change, Daemon Prince, Blood Thirster, unit of fiends and a unit of crushers as his preferred wave which he got.
Everything landed pretty much where he hoped it would and with a bit of running and shooting which stunned the rhino on the left and killed a long fang was done.
In my turn I don't move much. The wolf lord moves towards the lord of change intending to charge him whilst the land raider spins on the spot to pump some heavy firepower into him. The razorback moves backwards to add a lascannon to the mix. The lone wolf moves towards the rhino anticipating a blood thirster attack.
Shooting sees the land raider and razorback kill the lord of change with some poor dice from Neil. This freed up the long fangs to do a bonus 2 wounds on the blood thirster. The rune priest casts murderous hurricane on the blood thirster but it has no effect. In close combat the wolf lord charges the fiends, always a gamble due to the high number of attacks, and promptly dies. I can't complain too much after my shooting!
Neil rolls for reserves and gets his fiends which come in using the blood crushers icon in the centre of the table. His shooting did nothing to the rhino. The fiends that killed the wolf lord charged the razorback and blew the weapon off and immobilised it. The blood thirster wrecked the rhino.
I roll for reserves and my scouts and the speeders come on. The lone wolf moves forward to threaten both the daemon prince and the blood thirster whilst the grey hunters that got blown out of the rhino moved to shoot and then assault the blood thirster. The razorback squad and the land raider squad get out and move to shoot up then charge the fiends that assaulted the razorback.
Shooting killed the newly arrived daemon prince and wounded the blood thirster. The Rune Priest put a wound on the blood crushers and shooting from the remnants of the army killed a fiend from each unit.
The assault phase was an unmitigated disaster which we both agreed cost me the game. The grey hunters and lone wolf charged the blood thirster killing him for the loss of just 1 marine which was good. However the 2 units of grey hunters which charged 5 fiends lost 6 marines and did no wounds to the fiends despite the large unit using their wolf standard! Both units failed their morale test, the remnants of the razorback squad succumbed to the additional saves but the larger squad held up ok. That pretty much killed the game for me and it would take a massive swing of luck to get back into it.
Neil rolls up another daemon prince to come on which lands near the scouts on his objective. The crushers move towards the lone wolf and the fiends in the centre also move to charge him. His shooting kills a scout. In close combat the fiends charge the lone wolf and only do a wound, the lone wolf does 2 wounds back killing a fiend and winning the combat. This is a bad thing as it means the fiends are likely to kill the lone wolf in my turn freeing them up to charge again in his turn. The super killy fiends put 7 wounds on the grey hunters who save all but one of them. Could this be the point where it swings back in my favour? no. I do no wounds back to the fiends. I pass my test and stay in combat.
In my turn the land raider tries to cross difficult terrain to pick up the grey hunters who killed the blood thirster but gets immobilised, luckily within 3" of my objective though. The grey hunters now have to move away from my objective into cover of they would be fiend breakfast. The speeders move forward a bit to shoot the newly arrived daemon prince. Shooting from the speeders and the long fangs killed the daemon prince. In close combat the lone wolf dies and the super killy fiends kill 3 grey hunters for the loss of 1 wound. I pass my ld test. Joy!
The last daemon prince and the plague bearers arrive. One unit goes on my objective using the crushers icon, the other unit lands near my scouts. The fiends move up to charge the speeders and the crushers move up to charge the landraider. The daemon prince kills 2 scouts with shooting who pass their test. The crushers charge the land raider but the one with rending fails to damage it and the fiends charge the speeders blowing both up. The killy fiends finish off the grey hunters.
There isn't a whole lot for me to do now as I'm pretty much man down but Russ wouldn't give up and neither would i!
The grey hunters in cover prepare to rapid fire into the fiends which killed the speeders whilst the rune priest moves up to add a murderous hurricane into the mix. The scouts move up to charge the plague bearers figuring if I can kill them and keep the land raider alive I could draw the game. Shooting kills the fiends with murderous hurricane inflicting 6 wounds on the last fiend. The long fangs put a wound on the daemon prince and the scouts kill a plague bearer with shooting. The scouts charge in and kill a plague bearer with no losses in return but its not enough.
The game continued to turn 7 but it was basically a case of the daemon prince helping the plague bearers kill the scouts and the crushers continuing to recharge the land raider which survives. The killy fiends kill the rune priest.
In the end it was a reasonably comfortable win for the daemons and I wasn't really ever able to recover from the drastically failed charge on the fiends. Working the odds out roughly I should have lost 3 marines before I got to swing but then inflicted 6 wounds in return with the fiends losing another model from combat res which would have made a huge difference and that's without factoring in the wolf standard. But ho hum, it just goes to show that even when you stack the odds in your favour it doesn't always work out. Other factors contributed to my loss, not least the lone wolf surviving the fiend charge which cost me the speeders and a desirable move with the grey hunters from the rhino and charging the scouts into the plague bearers when I should have carried on shooting up the daemon prince with them and the long fangs whilst being sat on the objective.
I have been doing a lot of thinking recently about how to win at 40k. Obviously its not rocket science, but I have a habit of complicating things, so I wanted to pin down some key principles that sticking to would, with some judicious use of tactics, ensure winning the majority of my games.
Looking at my list, I lacked in long range firepower. While it's never a Space Wolf army's strong point, it's now partially solvable by the cheaper Long Fangs.
By rejigging a few things I have included a squad of these guys who in conjunction with the razorback grey hunter squad should form a fairly meaty 'home force'. I also lacked anything to really make my opponent think about how he was deploying and where he was moving in the game. Everything in my army deployed in my deployment zone which makes it easier for an opponent to plan.
In the past I've used 5 Grey Hunters with a melta gun and a Wolf Guard with a combi melta, terminator armour and a chainfist in a drop pod to drop down first turn, pop a tank and generally be irritating. This works well but can be readily countered by someone who realises what the squads role is -which is generally any good player.
It is for this reason I wanted to try out scouts. They have the advantage in that they don't have to come on first turn so force the opponent to think about them and if they forget them they will happily chew through most stuff that is left behind to guard home objectives.
In the old codex Wolf Scouts were brilliant for forcing an opponent away from the table edge and towards the main Space Wolf army which enabled the Wolves to get in close where they excel. They should perform the same role in the new codex.
Anyway, it was a really enjoyable game against a mate and I'm sure I will get my revenge next time! I just need to keep playing and become more familiar with the new Space Wolves army.
Stay tuned for more battle reports coming soon!
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