
The Thousand Sons strike back against the Space Wolves in another Battle Of The Chumps warm up.
For this Space Wolves VS Thousand Sons battle report we upped the scale to 1500 points each.
James received reinforcements in the form of a Terminator retinue for his Thousand Sons Chaos Lord, another squads of Chaos Obliterators and a Chaos Defiler with extra close combat weapons.
In the meantime, the Space Wolves were reinforced with a small Grey Hunter pack in a Razorback and two Land Speeders with multimeltas and heavy flamers as well as a Long Fang pack in a Razorback.
1500 Points Thousand Sons ArmyChaos Lord with mark of Tzeentch, terminator armour and daemon weapon
5 Chaos Terminators
Combi-bolter and power fist
Combi-bolter and chainfist
Combi-bolter and power weapon
Reaper autocannon and power weapon
Combi-melta, power weapon and icon of Tzeentch
Aspiring Sorcerer with bolt of change and chaos icon
8 Thousand Sons
Rhino with Extra Armour
Aspiring Sorcerer with bolt of change and chaos icon
8 Thousand Sons
Rhino with Extra Armour
2 Obliterators
2 Obliterators
Chaos Defiler
extra close combat weapons
1500 Points Space Wolves ArmyRune Priest:
Jaws of the world wolf and Murderous hurricane psychic powers
3 Wolf Guard:
3 Combi Melta and 3 Powerfist
(Each of these is attached to a Grey Hunter unit
Grey Hunters Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport
Grey Hunters Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport
Grey Hunters Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport
Grey Hunters Pack:
5 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Razorback with twin linked heavy bolter
Land Speeder Tornado:
Multimelta and Heavy Flamer
Land Speeder Tornado:
Multimelta and Heavy Flamer
Long Fangs Pack:
1 sergeant, 5 Long Fangs with Missile Launchers
Razorback with twin linked lascannons
Long Fangs Pack:
1 sergeant, 5 Long Fangs with Missile Launchers
Razorback with twin linked lascannons
SET UPWe rolled for mission and set up, getting the Secure Ground mission and a Pitched Battle set up. I won the roll off for objectives and did my usual trick of slamming an objective right down in the centre. James deployed one to the far right and I was able to place another down in between the two of them, forming a tight line. James placed the final objective on the far left.
My initial plan was to go for the three clustered objectives. But, the objective on the far left could be easily claimed by the 5 Grey Hunters in a Razorback. Also, if I could get the majority of my army on the objective in the ruins in the centre, I'd easily secure 2 of the 4 objectives in play. The the other two on the right flank would be hard to James to claim due to how close they'd be to my waiting Space Wolves.
I could dash out and claim one of them in the dying turns, or punish him for getting too close.
James won the roll off to go first, picking the table edge that was closest to the objectives before deploying a Thousand Sons squad embarked in their rhino on either flank, along with the Defiler on the right flank, hidden behind a building.
I rolled to seize the initiative, failed, then deployed in my usual side-ways on Rhino race starting line. Might as well go for it!
TURN 1The Rune Priest's Rhino exploded as the fuel tank was hit by a stray autocannon round from the scuttling Chaos Defiler. The Grey Hunters accompanying and Rune Priest emerged unscathed and the Space Wolves passed their pinning test.
The Thousand Sons Rhino on the left had begun to advance and fired its smoke launchers.
With a roar of engines and a chilling howl the Space Wolves advanced to the ruin in the centre, disembarking and sprinting between rocks to get a good look at the enemy. The Long Fangs took up positions on an upper level while the Rune Priest and his Grey Hunter pack ran into cover.
On the left flank the Long Fangs took up positions in the nearby building while the Grey Hunters in their Razorback set up camp on the far left objective. If all went well, they wouldn't move from this spot for the entire game.
The Grey Hunter Rhinos fired their smoke launchers while the Razorbacks opened fire on the Thousand Sons Rhino in the open, immobilising it.
TURN 2James rolled for his reserves...and none of the Thousand Sons reinforcements arrived!
Both Thousand Sons squads disembarked from their Rhino Transports. In the centre, the first opened fire on the Space Wolves in the ruin, killing a few.
To the right the other Thousand Sons squad fired into the flank of the Space Wolves, felling a few more Grey Hunters.
A Battle Cannon blast from the Chaos Defiler landed amongst the ruins, killing three Grey Hunters, but the Space Wolves passed their pinning tests and fought on.
Finally, the immobilised Thousand Sons Rhino coughed and spluttered back into life.
Caught in a cross fire, the Space Wolves attempted to fall back through the ruins to their Rhino transports, but found progress slow. They quickly ran back into position. Meanwhile the Rune Priest and his pack were also unable to reach one of the transports in sufficient numbers.
To shield the Space Wolves from the right flank, two Rhinos sped around the ruins. The Rune Priest and his pack ran behind the nearest Rhino for cover.
On the left flank the Long Fangs in the building opened fire with a salvo of krak missiles, killing three of the Thousand Sons in the open while the Space Wolf Razorbacks blasted the restarted Chaos Rhino apart in a spectacular explosion, but the nearby Thousand Sons emerged unscathed.
TURN 3This was the turn I was dreading, when all the Obliterators, Chaos Lord and Terminator appeared. So far James and I had hardly delt any damage, but this could all change very quickly!
Using the Chaos Icons carried by the Aspiring Thousand Sons Sorcerers, the Chaos Reinforcements arrived safely.
In the centre a pair of Obliterators appeared either side of the Thousand Sons squad while on the right flank, the Thousand Sons Lord and his Terminator retinue emerged.
With nothing to shoot at, the Thousand Sons on the right flank got back into their Rhino which moved to hide behind a building, along with the Defiler.
The Chaos Terminators fired at the nearby Rhino, blowing off its storm bolter.
Meanwhile the Chaos Obliterators destroyed one of the Space Wolves Razorbacks.
This game was turning out to be a lot tougher than I'd expected. By claiming the centre, I knew James wouldn't be able to move his units close for fear of being charged, but if he could wipe me out with plenty of high strength, low AP firepower, it would all be for nothing.
Then another Battle Cannon round crashed into the Grey Hunters to the right side of the ruin. With so many hit, I had no choice by to Go To Ground and they miraculously passed all of their cover saves!
The Space Wolves in the ruin moved as far forward as possible to see if they could get the Thousand Sons within rapid fire range, but were simply too far out and rank back into the cover.
Concentrated missile salvos from the two Long Fang packs (and some help from the Grey Hunter Razorback) wittled the Thousand Sons squad in the centre down to 2 Thousand Sons and a Sorcerer.
The remaining Long Fangs Razorback advanced to take a shot at the Defiler around the building. The lascannon round that would have stunned any other walker was disregarded due to the Defiler's Daemonic Possession special rule.
With a Thousand Sons Terminator Lord and terminator retinue staring at him, the Rune Priest and his pack embarked in the nearby Rhino and sped alongside the central ruin. Even if the Rhino was destroyed at this point, perhaps the Space Wolves inside could charge out in the following turn?
With nothing better to do, the remaining Space Wolves Rhino rammed the side of the Thousand Sons Rhino poking out from the building on the right. The collision was too light to do any damage, but if I could keep the Rhino alive and moving I could use it to contest an objective should things get tense later in the game. James would ignore it. He had bigger fish to fry.
TURN 4The Thousand Sons army descended upon the Rune Priest's Rhino. The Chaos Terminators, Obliterators, Defiler and Thousand Sons surrounded it.
James' plan was the wreck or preferably explode the Rhino, then hose down any survivors with the Thousand Sons squad who had disembarked from their Rhino. With one of my Grey Hunter packs and my Rune Priest gone, he'd be in a better position to roll over the dug in Space Wolves in the central ruin.
First the Chaos Obliterators opened fire, then the other Chaos Obliterators, then the Defiler's autocannon, then the autocannon from the Chaos Terminators, then the Bolt of Change from the Aspiring Sorcerer.
Against all odds, the Rhino was stunned, shaken, had its storm bolter torn off and was immobilised. But it still stood and contained a deadly pack of Space Wolves within.
It was at this point James conceded, declaring that he had no way of winning or drawing. I couldn't help but agree.
CONCLUSIONFor the record, had the Rhino become a wreck, I would have disembarked towards the Chaos Terminators and away from all the other nasty guns pointed in my direction...and then run back to the centre like a coward!
I could be all heroic, slaughter the Chaos Terminators, fight my way to the Chaos Lord and bring him to the Emperor's justice and probably get my guys wiped out in the process. But it was more sensible to fall back and let him walk towards around 30 Space Wolves rather than 10.
I don't feel I deserved to win this, because I played really badly. Then again, James should have set up his Obliterators to shoot at me right from the start. All the same, he'd never be able to hold a position against a focussed attack from the Space Wolves.
What I should have done was drive up the ruins, take some fire, then drive around (or through) the ruins and parked the Rhinos on the other side...and waited.
If the Rhinos get blown up at close range, my guys can get out and charge. If the distance is too great, then they get out into the ruins.
It's pretty much the same battle plan, just a lot safer and more flexible. Although I'm sure that I would have lost more transports early on had the Obliterators been in play from the start.
On the bright side, James is getting the hang of playing against the Space Wolves. In fact, he really gave me a kicking in our next game!
Personally, I can't wait to take my Space Wolves to a tournament and try them out against Orks, Imperial Guard, Space Marines, Eldar, Tyranids...generally anything except Dark Angels and Thousand Sons!