Monday, November 29, 2010

Cheap Warhammer

12:00 PM by Adam Smith · 24 comments
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Still paying full price for your Games Workshop models? Cheap Warhammer is easy to find online. After all, the whole point of shopping online is to get things for less.

It amazes me that so many people still buy from Games Workshop direct or their local gaming store.

Online retailers like Wayland Games and Total Wargamer as well as Spikey Bits in the US sell cheap Warhammer at up to 20% off -sometimes even more.

Sure, you have to pay for delivery, but is that any more than the bus fare or petrol costs needed to get to your local GW or gaming store?

The Walk-In Experience
Understandably, both GW and your local store offer something an online shop can't. They allow you to walk in off the street and chat about your hobby to a stranger, get some advice about your army building or painting and have a new boxed set in your hot little hands to take home and build right then and there.

That said, I was in town with James the other weekend and we walked into the local gaming store where he buys all his stuff (he can't be bothered to wait for his stuff in the post) and I was horrified at the prices.

Online discounts have made me blissfully ignorant of the Games Workshop price hikes that went up by 12% back in June. If anything, it's these discounts which have kept me in the hobby. Ignorance really is bliss.

(James suggested that the Space Wolves blog offers a similar service to the local hobby store with advice and experience. I'd never really thought about this...)

Budgeting
As a man with a mortgage, I have to budget carefully when it comes to food, petrol, leisure and little luxuries. Warhammer 40K is one of those little luxuries. I can only dedicate (and justify) so much spent on it per month.

This is effected by two things:
1) How much I can paint during that month.
2) How much disposable cash I have and the end of the month.

If I've blown all my money on fast cars and fast women (aka: a Rover 216 and my girlfriend), then there's no time for toys.

If I've still got a ton of models to paint. No more toys for me 'til I've painted what's sitting in the cupboard.

Of course, if I've painted everything and have a heap of money that's rolled over from the previous month, it's time to go wild!

Value For Money
I spend about £50 a month on Warhammer 40K. That's also a comfortable amount of little plastic dudes for me to paint.

Let's say I want to buy 2 Space Marine Tactical Squads.
I can either buy them online or drive to my local hobby shop.

At the local hobby shop a Space Marine Tactical Squad is £22.50
I can get 2 of them for £45
£2 for petrol to drive to and from the local hobby shop.
Total = £47
Remaining budget = £3

At Wayland Games, a Space Marine Tactical Squad is £18.45
I can get 2 of them for £36.90
Postage is £2.24
Total = £39.14
Remaining budget = £10.86

Through buying online, I made a saving of £7.86.
That can buy me a good meal, a few beers or even buy me a character model or some paints and brushes to help expand my army.

Where Do You Buy Your Warhammer From?
Are you still buying from your gaming store or Games Workshop direct?

Has eBay suckered you in with its promise of cheap deals?

Or have you embraced buying cheap Warhammer online and now shop in bulk for maximum discount?

Let us know!

Friday, November 26, 2010

VS Dark Eldar: What Units To Consider?

12:00 PM by Killswitch · 28 comments
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Now that the Dark Eldar have been released, I’ll give it till January until we see them around the tabletops trying their best to overwhelm our Space Wolves.

We must all band together and thwart these Xenos scum, who think they can better us with their paper weight flying machines, and their fancy poisoned weapons.
They think they will be able to stun us with their fancy webway portals and pain tokens, and tear our vehicles down with their lance weaponry....well I think not.

We face a tough time ahead of us, and with many blogs giving us run downs of how the Dark Eldar will be a new tier of competition for the wolves, I beg to differ.

So how will we stand up to this new menace? Well for a start, we need to rethink our plans, strategies and lists.

Know thy enemy and adapt battle tactics into a more suitable performance. Its tactical law, and applies very well to Warhammer 40k.

I would like to give you all a new idea on list development, and try push some of those units never seen in a wolf list, to put up against the new threat, while still having the capability to take on other armies.

Dreadnoughts:
Here we have the humble Dreadnought, something we don’t see often. Now the thing is, usually we look at our Elites section, and know straight away that 1 slot is taken by the wolf guard, which only leaves us with 2.

Most people tend to skip the Elites section and move onto the Troops etc, and some of us just pick up some scouts.

Now some people are wondering how on earth a Dreadnought will help against this new threat, and I can see why. Now, first and foremost, the Dreadnought is armour 12. Lance weapons wont change this and it’s a fairly decent armour value. Second is its size. You can very easily hide 50% of the model and still shoot at your opponent i.e. Hiding behind a rhino is a perfect example.

Now we come to its weapons and loadouts. One of the most effective loadouts, if not one of the best in my opinion, is 2 Twin-linked Autocannon, also known as a Rifleman dread. Reason being is its effective output of medium strength shots and its ability to hide, move and shoot.

This is very useful in its own right, and target saturation for your army is also increased due to its threat level. If we apply this to Dark Eldar, we can see the uses of the autocannons. Not only does it give you more anti-paper tanks, but also provides something to pump out shots on their squads.

We are seeing lots of small units in vehicles, so 2 twin-linked autocannons are perfect for this role.Now I personally prefer to see these in pairs, but some others like to just take 1, its up to you.

Next we have the more casual loadouts of plasma cannon, lascannons or assault cannons. Any of these are fine and are self-explanatory, but the main reason I want to talk about these is the Fist. Str 10 is great for toppling over anything. Getting it to where you want it is the hard part, but rather than throwing the Dreadnought at your opponent, use it as a counter elelment which can keep your long fangs safe. We all know the Dark Eldar want to get up close. Look at those talos, that str 10 will be a huge benefit.

Armour 12 in combat is a real pain to get rid of. Dark Eldar don’t have much access to high str CC attacks, so throwing your Dreadnought into a squad can really help keep them locked in combat doing nothing, whilst your army reacts to your opponents plans. I would keep the Dreadnought close by your fangs in cover, and provide fire support, then counter anything that comes near. Give him a Heavy flamer if you have the pts. That str 5 AP 4 flamer is a bane to all Dark Eldar models (bar incubi), so I’d recommend it every time.

Sky Claws:
Ok ok hear me out. We all know this unit isn’t great and tends to take up a nice Fast attack choice, but what can it do against Dark Eldar that our wolves cannot? They can keep up with them for a start. One problem our army faces is speed. We can’t keep the pressure on unless our opponent wants to put that pressure on us. Sky claws are that answer. At 18pts each they aren’t too dear, and with 4 attacks each on the charge, they can really put some pain into what they hit. A unit of 10 with flamers, p.fist & Mark of the wulfen can potentially wreck face against any of the Dark Eldar units. Be warned that they will require some fire support, but when we look at Dark Eldar vehicles, I think its safe to say that by turn 3 onwards, there should be quite a few Eldar units on foot.

Sky claws are more of a sweeping unit, sweeping along the enemy lines mopping up survivors, and they do that well thanks to their jump packs. Even if they somehow get charged, they are still marines and can throw out a lot of attacks with counter attack. I’d give them a try before dismissing their potential against Dark Eldar .

One thing to bare in mind is their not too common. Most opponents are built for mech, so plasma weapons are not seen too much. I actually used a unit of these guys the other day, and performed fairly well against a BA mech army and Tyranids. My opponent wasn’t sure about them, and so ignores them, fearing my grey hunters instead. This left my sky claws to take out those pesky Gaunts in the way, and then run into those Hive guard trying to take out my Grey Hunters Transports.

Njal:
Not many people tend to use him due to his pts cost, but I feel he has a big space in wolf lists against Dark Eldar . His own powers are potentially devastating against Dark Eldar . If you get first turn and reduce your opponents BS, watch his firepower get largely reduced. This in its own right can help change the tide of battle.

The Living Hurricane is very useful, and the ability to cast 2 powers a turn on top of his storm powers is amazing. Pop off a Living lightning to take down one of his raiders, then throw out some Tempest Wrath and watch your opponent feel rather nervous to even move his army.

Although Njal is not exactly a game winning character, I feel he could provide huge support with your army. If you have a rather mech based army, leave him as is and throw him in a rhino. Against other opponents his still great, and that 3+ nullification will really hurt those Eldar /lash armies.

CONCLUSION
So there you have 3 unique units which I feel could provide you all with something different, but effective to face the new threat. I’d like to hear your own thoughts on the matter. How will you change your ideas to put up a resistance against the new Xenos scum? How will your meta be effected? Will we see the Dark Eldar rise up in the tourney scene, and will our wolves be able to take them head on? I say hell yeah, but let’s hear some banter from you all.

I will be going into tactics on how to use these units and the rest of your army in future posts, so stay tuned and thanks for reading.

Killswitch

Wednesday, November 24, 2010

VS Dark Eldar: What to do and Why?

12:00 PM by Killswitch · 25 comments
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What I see more than anything on forums and blogs is, what do you do to counter all these new units which are expected to flood the boards that we regularly play on. Reason I use the term “flood” is because right now Dark Eldar sales are nearly double that of Space Wolves and Blood Angel sales on release combined.

Now what are we expecting to see? Well its hard to tell at this point in time, we can only speculate. What a unit does on paper compared to what it does on the board are two different things.

So that brings me onto the next topic, how can we know what to do if our opponent doesn’t either? Well, we don’t. It’s going to be a learning curve, just like it was for our opponents when we started Space Wolves.

Will the metagame change in your area? All I can see is, wait and see. Don’t rush into all these tacticas on the blogs and forums, because at the end of the day, you don’t know. When people first read the Blood Angel codex, all they thought about was Twin-linked heavy flamer razorbacks, las/plas razorbacks and 6 Preds.

How well had that done? Not very well, and now Blood Angel players tend to take more hybrid and different builds. Termies in Raiders, units of Assault marines with Jump packs, Storm Ravens with Dreadnoughts etc. It’s all down to hype and we can’t truly tell what will be a big thorn in our side.

Will Vect be seen on most tables? His a 200+ pt model so I’d say no, not in 1500-1750pt games. Maybe 1850+ but those pt levels tend to get out of hand anyways with the amount new codex’s can fit.

What about Reavers? D3 str 3 hits don’t sound much to me, but on the table Ive seen them take down a whole 8 man marine squad (play testing at the store).

Pain Tokens sound awesome, but will they work?

Most armies nowadays have big units. Guardsman blobs with commisars, lagre units of marines, FNP Assault troops, 30 man ork boys, Plaugue marines. None of these are “easy kills” and won’t just give your opponent a pain token.

Look at the trend we see at the moment for us Wolf players. Large Grey Hunter units, or large Blood Claw packs, or multiple hard to reach razorback units, or large drop pod squads, or far to reach Long Fangs, or hard to kill Thunderwolves (unless they just get shot up by those splinter rifles!). I think it safe to say, none of the above are “easy” pain tokens. How many times has your opponent wiped out a whole of your units?

When we take larger units we only have a few. So our opponent needs to somehow kill the whole unit to make themselves more survivable (fnp), then they need to kill another (the same unit btw which should be deplted in some way by the first unit), which is almost imposible, to get even more benefits? Have a good think about that, rather than the rules alone.

Rather than people looking at practical games, its all down to theory and assumption. I say, wait it out and see for yourself.

There’s obviously going to be units which we know will help us and there’s going to be army builds which will also give us an advantage. But at the end of the day, we can only go by results, builds, practise and testing.

Don’t fall into the whole assumptions and throw away your rhinos because the Dark Eldar are the supposed new “Anti-tank army”. They used to have 3 times the amount of dark lances in their old codex. They didn’t seem to be too much of a problem, did they? I didn’t see them taking the top placing in every tourney.

Simple way of looking at it is there are a lot more goodies, so don’t expect them to spam just anti-tank. We can still get cover saves and still spam up just as many low armour vehicles.

I’d really like the community’s input into this. Before I go into tactics, I’m going to actually prove what I write before hand, and play test every unit before making a conclusion. So band together wolf brothers, and let’s hear YOUR thoughts.

Killswitch

Tuesday, November 23, 2010

Prospero Burns 18th December Release Date

3:45 PM by Adam Smith · 6 comments
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Rejoice Space Wolves fans! The date for Prospero Burns has been brought forward to the 18th of December.

But, before you rush off to buy it from GW direct, you can advance order Prospero Burns from Amazon for a lot less. I did! (see the Recommended Books list on the side bar).

Oh, we've also been treated to this jaw dropping illustration of Bjorn The Fell Handed. I think I just found my new computer desktop background.

I'm really fired up to go paint some more of my Pre Heresy style Space Wolves now!

In the meantime stay tuned for a review of Prospero Burns as soon as we get it in our hot little hands.

Monday, November 22, 2010

Ragnar Blackmane Drop Pod Army

"This is my take on a Ragnar Blackmane themed, competitive drop army. In some areas I’ve chosen fluff over function, but I think this army could easily be tweaked for pure tournament. In this Guest Post I explain how I would do so." - Brad M

Also this army is written in a segments starting at 1000pts and building up to 1750pts. I have done this for two reasons. Firstly it lays out a order for me to collect and paint units. Secondly the games played here in Australia vary from 1000pt doubles tournaments to standard 1750pt tournaments. I am even playing in a 2000pt campaign tournament this weekend.

Finally this army is purely hypothetical at this point. It will be a while before I’m able to collect these models let alone trying them out on the battlefield.

So I hope I’ve provided something different that you will enjoy reading. Instead of splitting the army into HQ, Troops etc, I’ve listed each drop pod and contents one at a time. There are total point values for each pod listed first, then a points breakdown for each unit contained therein. I hope this isn’t too confusing for anyone.

DROP POD 01
Wolf Guard Battle Leader
Combi Melta
Wolf Claw
Wolf Tooth Necklace

7x Hunters
Melta Gun
Power Fist
Wolf Standard
Mark of the Wulfen
Drop Pod

DROP POD 02
Wolf Guard
Combi Melta
Power Fist

7x Hunters
Melta Gun
Power Fist
Drop Pod

DROP POD 03
Wolf Guard
Frost Blade

9x Blood Claws
Flamer
Power Fist
Drop Pod

DROP POD 04
Wolf Guard
Combi Melta

5x Grey Hunters
Melta
Drop Pod

DROP POD 05
5x Grey Hunters
Flamer
Drop Pod

GRAND TOTAL: 999pts

1000pts Explanation:
A Ragnar Blackmane drop pod army without Ragnar! WTF!?

Well for 1000pts, yes. Drop pod armies, I believe, are about applying excessive force to one part of the battlefield at a time. By not taking Ragnar I can squeeze in that 5th drop pod. This allows me to drop 3 pods on turn 1. I can then decisively control that part of the battlefield. My enemy then has to commit serious firepower to take back that area after, hopefully, I’ve killed a few key units. Fluff wise I imagine Ragnar uses these smaller assaults as a chance for a Wolf Guard to prove himself as a leader.

Now Drop pods 1,2 and 3 will be dropping first turn doing most of the work. Unless your opponent has some tricky deployment tactics. Turn 2 deep striking Blood Angles come to mind. These are pretty standard Space Wolf units so I’m not going to explain their tactics in too much detail. So it will be;

1. Drop (into cover if possible).
2. Shoot nastiest enemy units.
3. Receive the charge.
4. Counter attack with the blood claws.

Drop pods 4 and 5 are there purely to drop on unclaimed objectives, with a little bit of melta just in case.

Now to tweak this army for tournament play you’d obviously swap the WGBL for a rune priest and have 15pts spare. Also you’ll notice that the 9 blood claws in DP3 are exactly the same points as the 7 hunters in DP1, so you could cut and paste there. I personally would still keep the Claws however.

Now for 1500pts.

ADDED TO DROP POD 01
Ragnar Blackmane

Wolf Guard
Combi Melta
Power Fist

DROP POD 06
Wolf Guard
Combi Melta
Power Weapon

6x Long Fangs
Melta Gun
5x Multi Melta
Drop Pod

TOTAL: 501pts
GRAND TOTAL: 1500pts

1500pt Explanation:
Here we get Ragnar. I think Ragnar will be the cornerstone to this army. His furious charge works on the counter charge, and means he will strike at I6 and S6 when assaulted! Combine this with an I6 S5 wolf claw and a totem, I5 S5 MotW, plus 2 S9 power fists, and I think you’re getting the idea. However I don’t think this will be the biggest benefit.

Here is why I’d keep the claws. Turn 2, after you’ve received the charge and cleverly placed your units. 9 Blood Claws will be in position to sweep the enemy from your lines. Ragnar will use his War Howl to make this whole squad I5 S5 with one I5 S6 Frost Blade. Take that Eldar! If you also get lucky and the other Hunter squad, or even Ragnar’s squad is also able to assault, then lookout!

As for the Long Fangs… I’m not sure about this squad. I’ve given them melta and combi-melta so they can do something when they land, as they won’t be able to use their mulit-meltas until the enemy’s had a chance to deal with them. I’ve also given them a power weapon to help them deal with being assaulted, I’d take two if I could afford the points. As for taking multi-meltas. Range is not going to be an issue with the squad deep striking. And if your opponent does let them shoot then not only do meltas pen vehicles better than missile launchers, they also ignore any pesky 2+ armour saves which just laugh at Krak missiles. This squad could still take missile launchers then deep strike out of the way for a more standard approach if you felt like it.

Now for 1750pts.

DROP POD 07
Rune Priest

5x Wolf Guard
5x Combi Plasma
Drop Pod

TOTAL: 250pts
GRAND TOTAL: 1750pts


1750pts Explanation
Here you get the Rune Priest. Or the second Rune Priest if you tweaked the 1000pt list. Enough said, although you’ll have to scab 5pts for melta bombs from somewhere.

But 5 WG with Combi Plasmas! WTF!?!

This squad is what I call a ‘sniper squad’. They will land, use their 10 S7 AP2 shots to kill anything! Then simply be ablative wounds for the Rune Priest. Remember, with deep strike, side and rear armour is easy to get to. And S7 can pen any side armour short of a raider or monolith.

I know meltas seem to be the go to special weapon in the current edition. But I seriously think plasmas and flamers have a very important place in any army. I mean plasma fire will drop a MC twice as fast as melta.

Now for 2000pts

DROP POD 08
5x Wolf Guard
5x Terminator Armour
2x Combi Plasma
2x Combi Melta
Assault Cannon
Drop Pod

2000pt Explanation:
Once again I think this Squad speaks for its self. If you wanted you could drop the Assault Cannon and take a chain fist, combi weapon and wolf claw. I prefer the extra firepower on landing personally. And I think the Assault Cannon looks awesome! This unit will also be perfectly acceptable in a 1750pt tournament army.

While writing this army I also toyed with the Dreadnoughts and Speeders. Even sky claws with war howl would be effective I think. However I stuck with the units you see here because I think they are the most efficient THEMED units for a Ragnar drop army.

Hopefully I’ve created something intresting for your blog here and I appreciate your time taken to read this.

Brad M.

Friday, November 19, 2010

Saga of the Hunter

12:00 PM by Adam Smith · 12 comments
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Saga of the Hunter just became awesome thanks to the new 40K FAQ.

Here's the line and page to quote to your friends:
Q:If only some of the models in a unit have the Stealth special rule, does the whole unit benefit from the +1 cover save? (p76)

A: Yes. In effect the ones with the Stealth special rule ensure their colleagues also find good places to hide.


So, by attaching a single model to a squad who has the Stealth ability, the entire squad benefits from it. Sounds completely bonkers I know, but hey, rules is rules!<

Stealth - All the unit's cover saves are improved by +1

Who can take Saga of he Hunter?
Only the Wolf Priest and the overlooked Wolf Guard Battle Leader can take the Saga of the Hunter. So that limits our options a little.

Neither of these characters are going to sit back with a pack of Long Fangs in 3+ cover, as they're both close combat specialists.

As we've often discussed before, a Wolf Priest seems best when leading a large pack of Blood Claws. As for the Wolf Guard Battle Leader...well, he's okay.

Wolf Priest is still the top choice. If only yhe Wolf Guard Battle Leader could have Saga of the Hunter and ride a Thunder Wolf, then we'd be talking!

With all the recent talk of drop podding in and then slogging it on foot, a boost to our cover saves could make all the different.

I don't think that this FAQ Rules change for Saga of the Hunter is going to have a massive impact on the Space Wolves army, but for an extra 10pts who's going to say no to boosting the cover save of your assault units?

Road Trip - 40k GT

6:00 AM by Killswitch · 8 comments
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So, I’m off to the GT this weekend. Not too keen on the format (for those who have not seen it, check it out here). Due to not actually having a wolf army of my own to take (sold off mine), I will be taking my Guard list. Over the course of the weekend, I shall be taking a few pics and hopefully should see some really nice wolf armies out there.

If you guys are attending with your wolf army, feel free to leave a comment with the description of your army and I’ll try take a snap shot for the blog. I shall be wearing my Black Brighton Warlords T-shirt, and on the front it says Alex in small but viewable writing, so come grab me if you fancy a chat with the real me.

I’m looking forward to going up to Nottingham again as its always eventful and hopefully some of the regulars are still attending to make it a fantastic weekend.

Not expecting to do too well with the guard, had hardly any practise (5 games in total) but should be a laugh none-the-less. Hope to see some fellow bloggers there.

Killswitch

Thursday, November 18, 2010

40K FAQs Update

3:44 AM by Adam Smith · 26 comments
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GW has put up a new 40K FAQ for the main rulebook, although more changes are coming with the sudden removal of the Blood Angels and Space Wolves FAQs.

There are tons of rulings for ICs, for vehicle movement, turbo boosting destroyed results, pinning tests and more.

Check out the list here

Here are just a few of the changes people seem to be talking about:

Q: If a transport vehicle is destroyed in the same turn as it
moved flat out (18"-24") what happens to any embarked models? (p70)
A: They are removed as casualties.

Wow, it sure sucks to be Dark Eldar! Poor guys only just got their new Codex as well.

Q: What happens when a unit arrives from reserves but is
unable to completely move onto the board? (p94)
A: The unit is destroyed and removed from play.

Make sure you roll high for your Slow & Purposeful rolls! I remember rolling badly for my Tau Broadsides one time, so we agreed that they made it on to the edge of the board and no further. Being destroyed is a bit harsh.

Q: If an Independent Character is unable to end his move
over 2” away from a unit that he cannot join, for example
he has exited a vehicle after it has moved, can he be
placed? (p48)
A: Yes, simply place him as far away from the unit(s) that
he cannot join as possible.

In the meantime, get reading and tells us what you've discovered!

Wednesday, November 17, 2010

Dirty Space Wolves Spam

We all love a bit of spam...well thats a lie, I hate the stuff. But when it comes to list building, some of us just can't help ourselves (beardy buggers arn't we).


So here I present you, 2 lists (yes..2 in 1) which take the meaning of spam to the next level. Im trying to throw out some really harsh shooty lists to make Imperial guard and tau cry, but still have enough combat punch to dish the pain out when the battle draws to a scrap.

Please be advised, what you are about to see is extreme amounts of cheese...


Logan Missile McSpam

HQ
Logan Grimnar: 275pts

Elites
Lone Wolf: 95pts
Terminator Armour, Storm Shield, Chain fist, 1 Fenrisian wolf.

Lone Wolf: 95pts
Terminator Armour, Storm Shield, Chain fist, 1 Fenrisian wolf.

Troops
10 Wolf Guard: 290pts
2 Cyclone Missile Launchers, with P.fists. 2 Combi-meltas.

5 Wolf Guard: 150pts
Cyclone Missile Launcher & Powerfist. 1 Combi-melta, 1 Combi-plasma.

5 Wolf Guard: 150pts
Cyclone Missile Launcher & Powerfist. 1 Combi-melta, 1 Combi-plasma.

5 Wolf Guard: 150pts
Cyclone Missile Launcher & Powerfist. 1 Combi-melta, 1 Combi-plasma.

5 Wolf Guard: 150pts
Cyclone Missile Launcher & Powerfist. 1 Combi-melta, 1 Combi-plasma.

Heavy Support
6 Long Fangs: 140pts
5 Rockets.

6 Long Fangs: 140pts
5 Rockets

5 Long Fangs: 115pts
4 Rockets.

Grand Total: 1750pts

Pretty straight forward, move your models forward, hog cover and shoot. Yay for simplicity! If you want more melta just swap out those combi-plasma guns for another combi-melta.

Next we have....

Drop Pod Of McDoomSpam

HQ
Rune Priest: 100pts
Storm Caller, Jaws of the world wolf.

Elites
6 Attatched Wolf guard bellow

3 Wolf Guard: 104pts
3 Combi-meltas, Drop Pod.

3 Wolf Guard: 104pts
3 Combi-meltas, Drop Pod.

Troops
5 Grey Hunters: 173pts
Meltagun, Wolf Banner & Drop Pod. Wolf Guard with Terminator Armour, Chain Fist & Combi-melta.

5 Grey Hunters: 173pts
Meltagun, Wolf Banner & Drop Pod. Wolf Guard with Terminator Armour, Chain Fist & Combi-melta.

5 Grey Hunters: 168pts
Meltagun, Wolf Banner & Drop Pod. Wolf Guard with Terminator Armour, Power Fist & Combi-melta.

5 Grey Hunters: 168pts
Meltagun, Wolf Banner & Drop Pod. Wolf Guard with Terminator Armour, PowerFist & Combi-melta.

5 Grey Hunters: 168pts
Meltagun, Wolf Banner & Drop Pod. Wolf Guard with Terminator Armour, Power Fist & Combi-melta.

5 Grey Hunters: 168pts
Meltagun, Wolf Banner & Drop Pod. Wolf Guard with Terminator Armour, Power Fist & Combi-melta.

Heavy Support
6 Long Fangs: 140pts
5 Rockets.

6 Long Fangs: 140pts
5 Rockets.

6 Long Fangs: 140pts
5 Rockets.

Grand Total: 1746pts

Rawrrrr! Here we have 8 Drop pods ready to land and smash face with. If your opponent gets first turn and deploys, first 4 of your drop pods should be the 2 chain fist units & the 2 Combi-melta Wolf guard. If you get first turn and they deploy, throw down those grey hunters without chain fists and the combi-melta squad first. Reason being is the chainfists will need to counter what your opponent does in their turn 1 and 2, rather than die when they land (ofcourse they might not die anyways if your deployment is clever).

If your opponent reserves, leave those combi-melta wolf guard in your second lot of pods, and hope that your opponent rolls on before you do lol. Its a great army,e specially against gunline armies, but will suffer against hordes and the like!

So thats it for todays intense cheese-tastic lists. What else do people have to offer? Lets hear your thoughts :)

Killswitch

Monday, November 15, 2010

Ultramarines Movie Review

12:00 PM by Adam Smith · 3 comments
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I was invited to a special screening of the Warhammer 40K Ultramarines film in Soho London. Check out this Ultramarines movie review for the low down on the first Warhammer 40K movie! Judging from the quality of the plot, the CGI and the acting, this could be the first of many.

I'd like to thank Heresy Online for offering me a pair of tickets to the event. Unfortunately, I was in Manchester at a Ludovico Einaudi concert with my girlfriend. I was gutted I couldn't attend, but I sent James instead...who decided that he should pretend to be me and take his Father along too.

Here's what James had to say:



CONCLUSION
The Ultramarines movie is pretty good. James liked it, even his Dad liked it (which surprised me!) and it seems solid in terms of action, plot and acting. Sure, the plot is predictable, but was Warhammer 40K ever really that deep?

Dedicated fans will no doubt snap up the £25.99 Special Edition DVD of the movie now. Others will wait for the basic release in May 2011.

Sunday, November 14, 2010

Are Drop Pods The Solution?

It's disheartening when all your Rhinos get destroyed or disabled at the start of the game because your opponent won the first turn and the scenery left you stranded in the open.

With your transports in ruins, your Grey Hunters have to get out and start trudging up the board while your Long Fangs provide covering fire.

But what about landing some Drop Pods on Turn 1 instead?

Calculated Risk
There was a time when Space Marine Drop Pod armies were pure suicide.

Your army would arrive piecemeal and be devoured piecemeal by getting shot or charged by overwhelming enemy numbers.

But what if I took my regular 1500pts Space Wolves army, threw in more Grey Hunters and exchanged all their transports for Drop Pods?

Drop Pod 1
Rune Priest:
Wolf Guard with Combi Melta and Powerfist
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen

Drop Pod 2
Rune Priest:
Wolf Guard with Combi Melta and Powerfist
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen

Drop Pod 3
Rune Priest:
Wolf Guard with Combi Melta and Powerfist
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen

Drop Pod 4
Wolf Guard with Combi Melta and Powerfist
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen

Drop Pod 5
Wolf Guard with Combi Melta and Powerfist
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen

Drop Pod 6
Wolf Guard with Combi Melta and Powerfist
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen

Please forgive the cut n' paste spamminess of this, but it's a good example of how to maximise the potential of the list with as many Grey Hunters, powerfists and melta guns as possible. Plus, with 3 Rune Priests, they have the potential to do a lot of damage upon landing.

However, on Turn 1 you've only got 30 models and 3 Drop Pods in play. In the following turns you could be desperately waiting for reinforcements.

Carnage
Thinking back to my other games, 3 packs of Grey Hunters cause a lot of damage. Although they are always supported by 2 packs of Long Fangs, 2 Razorbacks and 2 Land Speeders.

Would the Grey Hunter packs make enough damage and hold their ground without that supporting fire? Possibly not.

Wolf Wing to the Rescue!
Power armoured models are likely to get splattered by the sheer wealth of Ordnance and other nastiness out there. It also doesn't help that 3 Drop Pods of Grey Hunters won't be able to lay down a suitably impressive 'suppressing fire'.

So what about 3 Drop Pods full of Space Wolves Terminators waving combi-weapons and led by Logan Grimnar arriving on Turn 1?

With plenty of cyclone missile launchers, they bring the long ranged firepower of the Long Fangs with them as well, so they can easily hold a position and fight at range.

(I just realised that this is 250pts less!)

Logan Grimnar

Wolf Guard Terminator Squad:
1 Wolf Guard in terminator armour with combi-plasma and power sword.
1 Wolf Guard in terminator armour with combi-plasma and wolf claw.
1 Wolf Guard in terminator armour with combi-melta and power sword.
1 Wolf Guard in terminator armour with combi-melta and Chainfist.
Drop Pod (carries 5 terminators)

Wolf Guard Terminator Squad:
1 Wolf Guard in terminator armour with combi-plasma and power sword.
1 Wolf Guard in terminator armour with combi-plasma and wolf claw.
1 Wolf Guard in terminator armour with combi-melta and power sword.
1 Wolf Guard in terminator armour with combi-melta and Chainfist.
1 Wolf Guard in terminator armour with cyclone missile launcher and power sword.
Drop Pod (carries 5 terminators)

Wolf Guard Terminator Squad:
1 Wolf Guard in terminator armour with combi-plasma and power sword.
1 Wolf Guard in terminator armour with combi-plasma and wolf claw.
1 Wolf Guard in terminator armour with combi-melta and power sword.
1 Wolf Guard in terminator armour with combi-melta and Chainfist.
1 Wolf Guard in terminator armour with cyclone missile launcher and power sword.
Drop Pod (carries 5 terminators)

Wolf Guard Terminator Squad:
1 Wolf Guard in terminator armour with combi-plasma and power sword.
1 Wolf Guard in terminator armour with combi-plasma and wolf claw.
1 Wolf Guard in terminator armour with combi-melta and power sword.
1 Wolf Guard in terminator armour with combi-melta and Chainfist.
1 Wolf Guard in terminator armour with cyclone missile launcher and power sword.
Drop Pod (carries 5 terminators)

Space Wolves Dreadnought:
extra armour, wolftooth necklace, heavy flamer and multimelta
Drop Pod with deathwind launcher (carries 1 dreadnought)

CONCLUSION:
While the Wolf Wing army looks rather tasty on paper, when it comes to playing Space Wolves, Drop Pods aren't the answer to getting across the board.

Our Grey Hunters will always need the support of Long Fangs and Razorbacks to safely advance.

No doubt this is why GW made Grey Hunters and Long Fangs comparatively cheap in the first place. Both need to be used cohesively to win games.

So wile our transports may burst into flames on a regular basis, they provide excellent cover and bullet magnets to keep our Space Wolves relatively safe inside. They even provide a cover save after they've exploded -so it's not all bad.

Now to ask my buddy James if I can borrow his Deathwing army and some beer cans for a proxy game to test out this Wolf Wing list...

Friday, November 12, 2010

Storm Raven

5:52 AM by Adam Smith · 21 comments
Labels: ,
The Storm Raven has been spotted on the Games Workshop website. No doubt this Storm Raven pic is another one of their 'sneaky leaks' just like the up and coming Chaos Daemons 2nd wave.

I'd bet good money that the Storm Raven will be coming in time for Christmas, giving GW a massive surge in sales during the festive period.

Storm Raven First Impressions
Let's not beat about the bush here. The Storm Raven looks ugly as sin! But then, so do most Space Marine vehicles. They're tracked or flying bricks with guns on. So at least the Storm Raven is consistend with the rest of the range.

Personally, I'm surprised at how compact it is. If anything it's the sports model of the Thunder Hawk Gun Ship, which is still rumoured to be made in plastic one day.

Will I be getting one for my Space Wolves?

Maybe...

I'm sure Wayland Games will have the Storm Raven on preorder very soon.

Daemons VS Space Wolves Batrep

After victory slipped from my grasp, I found my Space Wolves on the middle tables against a Chaos Daemons army commanded by Chris Price.

Chris was a thoroughly nice chap and could see that by this point in the day I was flagging and my cold was having an impact. So he offered me some chocolate to keep me going, which was gratefully received.

The game however, was a disaster.

The previous game had gone against me in terms of mission, opponent and deployment. But now it was about to get a whole lot worse.

However, looking back, there was nothing to say where the dividing line was meant to run through the table. Had this been a shrewd move on Chris' part to deny the Space Wolves any cover? Considering what a sneaky strategist he soon turned out to be, this would not surprise me at all!

Had the No Man's Land run in the other direction, then there would have been plenty of cover in which to deploy my Long Fangs.

Unfortunately the lack of cover and the lack of a first turn was to be my undoing.

MISSION: Hold The Line
Just like the old Recon mission from 4th edition, but with the No Man's Land across in a diagonal line. We had to measure 18" on from the corners, then mark the boarders using dice.

You could then set up anywhere in that area as your deployment zone.

The objective was to get as many units as possible into your opponent's deployment zone while keeping him out of yours.

However, fleeing, immobilised or dedicated transport units didn't count. That meant Chris had 14 scoring units while I had 11.

We rolled for set up and I lost the roll for a third time that day. Chris had nothing to set up, so it fell to me to set up my force and take a 1st Turn beating once again...*sigh*

1750 Points Space Wolves Army
Rune Priest:
Wolf tooth necklace, chooser of the slain
Psychic powers: Jaws of the World Wolf & Living Lightning

Rune Priest:
Wolf tooth necklace, chooser of the slain, wolf tail talisman, saga of the beast slayer
Psychic powers: Living Lighting & Murderous Hurricane

Rune Priest:
Wolf tooth necklace
Psychic powers: Jaws of the World Wolf & Murderous Hurricane

Wolf Guard:
3 Wolf Guard with Combi Melta and Powerfist (18, 5, 20 points (X3)

Grey Hunter Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport

Grey Hunter Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport

Grey Hunter Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport

Grey Hunter Pack:
5 Grey Hunters, Meltagun, Wolf Standard, Mark of Wulfen
Razorback APC transport

Land Speeder:
Multimelta and Heavy Flamer

Land Speeder:
Multimelta and Heavy Flamer

Long Fangs Pack:
1 sergeant, 5 Long Fangs with Missile Launchers
Razorback APC with twin linked lascannon

Long Fangs Pack:
1 sergeant, 5 Long Fangs with Missile Launchers
Razorback APC with twin linked lascannon

1750 Points Chaos Daemons Army
Herald of Tzeentch riding Chariot with Bolt of Change and Doom Bolt equivalent powers
Herald of Tzeentch riding Chariot with Bolt of Change and Doom Bolt equivalent powers
Herald of Tzeentch riding Chariot with Bolt of Change and Doom Bolt equivalent powers
Herald of Tzeentch riding Chariot with Bolt of Change and Doom Bolt equivalent powers

5 Plaguebearers
5 Plaguebearers
5 Plaguebearers
5 Plaguebearers

5 Blood Crushers

6 Fiends of Slaanesh
6 Fiends of Slaanesh

1 Daemon Prince with wings

1 Soul Grinder
1 Soul Grinder

THE BATTLE
I set up central, as far forward as I could. Still, with no cover to sit in and with Chris taking the first turn, my Rhinos were sitting ducks. But with all the low AP Chris had flying around, it was best to keep the Space Wolves inside.

The game began with Chris' preferred wave of Daemons arriving.

2 Tzeentch Heralds appeared on the right flank, 2 on the left, a Daemon Prince on the right, a Soul Grinder on the left and a pack of Blood Crushers behind my lines.

The Heralds and Soul Grinder began blasting away at my vehicles, stunning and immobilising a couple.

Meanwhile, unable to move away en masse and at speed, I had no option but to charge 2 packs of Grey Hunters, each led by a Rune Priest out of their Rhinos and into close combat with the Blood Crushers. This was playing into Chris' hands, but I had little choice.

All my vehicles fired their smoke launchers while the 3rd pack of Grey Hunters climbed the nearby building and opened fire upon the nearby Daemon Prince and with the held of a nearby Razorback gunned him down.

One pack of Long Fangs got out of their Razorback and ran into the nearby cover of the rocks. Hopefully I'd be able to get rid of that Soul Grinder in the following turn and began to establish a foot hold amongst the buildings and defend against the on coming horde of Daemons.

Unfortunately, in wiping out the Blood Crushers, I lost both Rune Priests in the close combat and was then bombarded by packs of 5 Nurgle Plague Bearers.

The only way to deal with these was to charge them with the Grey Hunters and eventually this wittled down my squads until little remained.

Meanwhile the firepower of the Long Fangs and Razorbacks wasn't enough to bring down the Soul Grinder and it rampaged through the difficult terrain of the ruins and straight into close combat with the old Space Wolves, dissecting them slowly for the remainder of the game.

Eventually, all was lost and I had no choice but to make a desperate drive for his table edge to recoup whatever Objective Points I could.

Again, we ran out of time (due to the whacky mission set up) and the game ended on Turn 4. I had 1 unit in the Daemon deployment zone while Chris had 3 units in mine. Once we tallied up the Kill Points and Victory Points, Chris had a big win.

CONCLUSION
My head really wasn't in the game for this one. I was feeling pretty dreadful and it impacted on my game and my strategy. The unusual mission didn't help either.

In hindsight, I should have disputed the table quarters that the No Man's Land ran through and rolled for it with Chris, which could have helped me to deploy better.

I should have set up on one flank, ready to drive into the Daemons deployment zone, which could have allowed me to have a proper battle with the Daemons and hopefully scraped a draw by killing enough of his units.

But, my flu like symptoms aside, it was a tough set up with the mission, terrain, deployment and first turn all against me while favouring the Chaos Daemons army.

I'm also too used to claiming the middle ground and waiting for Daemons to come to me. I had no such luxury in this game.

At least I'll know for next time. Chris was a top bloke to play against and I look forward to another game against him in the future.

If you missed my earlier posts, check out my summary of Open War 14 for all the essential info.

Tuesday, November 9, 2010

Email In: Drop Pod Assault

"Hi Killswitch,I'm N.Sh00ter. I was a painter and collector a few years back but had given it up, and then one day i picked up a white dwarf with the new wolves in it and my socks were blown off! I've never been a player but i decided to get the codex and to do up a list, just so I'm not aimlessly buying minis. Anyway, once i found this blog and started reading some battle reports my gaming interests took off. I've zero gaming experience so I just was wondering if you'd take a look at my list? its been through a few iterations but i think I've kinda settled on this more or less. Any advice/criticism etc is very welcome, cheers!

Rune Priest: 100pts
Jaws & Living lightning.

8 Grey Hunters: 185pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.

8 Grey Hunters: 185pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.

7 Grey Hunters: 170pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.

5 Grey Hunters: 125pts
Meltagun, Wolf Standard, Rhino.

7 Wolf Guard: 361pts
1# Assault cannon & Termi Armour. Joins 8 man Hunter squad.
2# Frost Axe & Termi Armour. Joins 8 man Hunter squad.
3# Wolf Claws & Termi Armour.
4# Wolf Claws& Termi Armour.
5# Wolf Claws& Termi Armour.
6# Thunder Hammer & Storm Shiel & Termi Armour.
7# Mark of the wulfen & Termi Armour.

Land Raider: 250pts

2 Land Speeders: 140pts
Multi-melta & Heavy Flamers.

5 Long Fangs: 115pts
4 Rocket Launchers.

5 Long Fangs: 115pts
4 Rocket Launchers.

Total: 1746pts

Thanks a million for your time, Cheers.
N. Sh00ter"


Hi N.Sh00ter, and thanks for the email. Seems to me your looking to really dent your opponent with mass threats, which is a good thing, but there are areas your lacking. In 1750pt lists, Land raiders find it hard to survive, and if I’m honest, the squad isn’t too survivable, especially if the raider pops before getting anywhere.
Speeders are great, and their setup is fine, but I would consider separating them into 2 separate squads. This will give you a more versatile option from them, as now one of them can deep strike if needed (or both) in different locations. It also stops them being extremely fragile (wrecked on a 4+ rather than the 5+). They are very easy to hide behind the land raider, so bare that in mind.

Now onto those drop pod units. There is only 1 melta in each, which isn’t too reliable. I would never go without at least 2 meltas (most of the time one tends to be a combi-melta). Reason for this is that if 1 misses, not only have you wasted a whole units shooting, but now you will need to put more of your army’s firepower (which isn’t too much) into the target. I would suggest giving some of those Wolf guard termies some combi-meltas, but I will go into that later.

The Rhino is a great addition. I believe every assault army needs something to sit back on home objectives. Orks have grots, elder have dire avengers in falcons, and we have our 5 man rhino squads. This can also be used as a bunker for your rune priest if you are playing defensively. In KP missions I would personally try use the squad as a melta-cide unit, or if there are no targets on the board, just put them in reserve.

Having 3 Drop pods works wonders with that amount of rey hunters slamming in the midst of your opponent, especially guard, but deploying them is key. Most opponents will reserve, and in dawn of war having first turn, your opponent isn’t even on the board, so I suggest dropping the 2 first pods near the centre of the board in KP & the D3+2 objective mission (can’t remember the bloody name lol). They should be about 20 inches from your opponents board edge roughly. Deploy the hunters behind the pods and then they provide great coverage and threaten your opponent advancing. Then when your next drop pod coems down, you can use the drop pods location beacon to deploy within 6 inches of the drop pods already settled down, and with the 2 inch deployment zone, your can reach most enemy tanks with your meltas if they decide to advance.

Now, the Wolf guard really aren’t well put together. I'm sure these are what you have, so for now I’d say just swap some arms and get some combi-meltas, but I feel that raider squad wont do you justice as they are too over priced and nothing like TH/SS termies from the marine codex, who have great survivability, or FNP termies from the BA codex. Survivability is key otherwise you just wont get much out of them. I suggest the following load out:

7 Wolf Guard: 470pts
1# Combi-melta, Termi Armour & Chain fist Joins 8 man Hunter squad.
2# Combi melta, Termi Armour & Chain fist Joins 8 man Hunter squad.
3# Combi-melta, Wolf claw & Termi Armour. Joins 7 man Hunter squad.
4# Cyclone Missile Launcher & Termi Armour. Can join Long Fangs
5# Cyclone Missile Launcher & Termi Armour. Can Join Long fangs or Stay in pod.
6# Wolf Claw, Combi-plasma &Termi Armour.
7# Wolf Claw, Combi-plasma &Termi Armour.
8# Power Fist, Combi-melta & Termi Armour.
9# Combi-melta & Termi Armour.
10# Combi-melta & Termi Armour.

Drop Pod: 35pts
This now gives you an extra drop pod, giving the choice on what you want dropped. The new unit can now deal with tanks or monstrous creatures, and still put up a fight with anything you face. Reason for dropping the raider is one of 2 reasons. First is that your combat squad inside would force you to move your vehicle forward to get into combat. This therefore kills the purpose of the lascannons. Next, it’s the only tank on the board, and even though it is a Raider, with todays meta, no one should have too much destroying it with no armour saturation, especially if you don’t get first turn, the only vehicle on the board is the land raider.
Next is the fact that the squad inside wasn’t worth being used as an assault role, and so the landraiders points worth becomes redundant. I have changed their role, but still given your plenty of options. There is plenty of melta, extra rockets and even some reliable combat in the form of chainfists and wolf claws which you originally had. Only problem is the lack of storm shields, which shouldn’t be too problematic due to the amount of terrain on the board.

The list needs re-designing now, so I have made the above changes and a few more to make the following:

Rune Priest: 100pts
Jaws & Living lightning.

8 Grey Hunters: 185pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.

8 Grey Hunters: 185pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.

7 Grey Hunters: 170pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.

5 Grey Hunters: 125pts
Meltagun, Wolf Standard, Rhino.

7 Wolf Guard: 465pts
1# Combi-melta, Termi Armour & Chain fist Joins 8 man Hunter squad.
2# Combi melta, Termi Armour & Chain fist Joins 8 man Hunter squad.
3# Combi-melta & Termi Armour. Joins 7 man Hunter squad.
4# Cyclone Missile Launcher & Termi Armour. Can join Long Fangs
5# Cyclone Missile Launcher & Termi Armour. Can Join Long fangs or Stay in pod.
6# Wolf Claw, Combi-plasma &Termi Armour.
7# Wolf Claw, Combi-plasma &Termi Armour.
8# Power Fist, Combi-melta & Termi Armour.
9# Combi-melta & Termi Armour.
10# Combi-melta & Termi Armour.

Drop Pod: 35pts

1 Land Speeder: 70pts
Multi-melta & Heavy Flamers.

1 Land Speeder: 70pts
Multi-melta & Heavy Flamers.

5 Long Fangs: 115pts
4 Rocket Launchers.

5 Long Fangs: 115pts
4 Rocket Launchers.

5 Long Fangs: 115pts
4 Rocket Launchers.

Total: 1750pts

I've added another Long fang unit to give you even more anti tank. You list now had 16 rockets, 2 multi-meltas & 8 meltaguns (including combi’s). This is a vast improvement on your previous anti-tank, and makes up for the loss of the lascannons.

Hope that helped, and remember if anyone else needs advice or tactics, feel free to comment.

Sunday, November 7, 2010

Email In: 2k Lords Cavalry

“Hey Alex. I started reading the Space Wolves blog 3 weeks ago and I've been reading through recent and past articles in hopes of giving me insight on how I want to run my list. So now I am getting into serious gaming and I ask for your help with building a list. Im open to anything!
The problem I'm having is that nothing looks just right, both on paper and on the table. I''ll give you a quick 7 point list of what I'm considering when building a list:

1. I play in West Coast United States so 2k is the standard.
2. Local meta has a moderately competitive mindsight with list building. I would say it is 8.5 out of 10. 10 being I don't care what my opponent thinks of anything.
3. To win, but not to piss on my opponents.
4. Most Space Wolf lists seem the same to me and I want to veer in a slightly different, if not clearly different, direction with how I beat my opponents.
5. I'm open to anything. I have Fenrisian Wolves and I'm getting more models daily. I just ordered Mr. Dandy Thunder Wolves to finish off my first push into Space Wolves.
6. I want to avoid spamming.
7. I want an all-comers tournament level list.

Here is the new list:

Wolf Lord- TW, Runic Armour, Powerfist, Stormshield, Wolf Tail Talisman, Saga of the Bear, 2x Fenris Wolves- 280

Rune Priest- Murderous Hurricane, Living Lightning- 100

4x wolfguard- 2x Combi-Melta/PF, 2x Combi-Plasma/PF- 172

5x Wolf Scouts- 1x Meltagun- 85

8x Grey Hunters- 1x Meltagun, 1x Wolf Standard, 1x MOTW, Rhino- 185

8x Grey Hunters- 1x Meltagun, 1x Wolf Standard, 1x MOTW, Rhino- 185

8x Grey Hunters- 1x Plasmagun, 1x Wolf Standard, 1x MOTW, Rhino- 190

8x Grey Hunters- 1x Plasmagun, 1x Wolf Standard. 1x MOTW, Rhino- 190

3x Thunderwolf Cavalry- 240
-1x CCW/SS
-1x Powerfist
-1x CCW/SS Meltabombs

1x Land Speeder- Multi Melta- 60

6x Long Fangs- 3x Missile Launchers, 2x Lascannons- 170

1x Vindicator- Siege Shield, Extra Armour- 140

Total: 1997

Thanks in advance.

~Greg V.”

Hello Greg,

Thanks for posting in, and sorry for the late reply, been clustered with blog posts recently. I can see the area you’re aiming for, and its not quite there. The thing with 2kl pts is there is PLENTY of shooting that will nullify your army fairly quickly. To prevent this you want to produce a list which can get right into your opponents face. Now, with that in mind and with your current list to use as basis, I have come up with a more focused approach.

Wolf Lord: 275pts
Thunderwolf, Runic armour, Wolf Claw, Storm Shield, Saga of the warrior born, Wolf tail talisman, 2 Fenrisian wolves.

Wolf Lord: 280pts
Thunderwolf, Runic armour, Power fist, Storm Shield, Saga of the Bear, Wolf tail talisman, 2 Fenrisian wolves.

Wolf Lord: 230pts
Thunderwolf, Runic Armour, Frost blade, Saga of the majesty, Belt of Russ.

15 Fenrisian Wolves: 120pts

5 Wolf Guard: 205pts
3 Power Fist & Combi-melta.
2 Wolf Claw & Combi melta.

5 Wolf Scouts: 85pts
Meltagun.

5 Wolf Scouts: 85pts
Meltagun.

8 Grey Hunters: 170pts
Rhino, Meltagun, Wolf Banner.

8 Grey Hunters: 170pts
Rhino, Meltagun, Wolf Banner.

8 Grey Hunters: 170pts
Rhino, Meltagun, Wolf Banner.

Land Speeder: 70pts
Multi-melta & Heavy Flamer.

Land Speeder: 70pts
Multi-melta & Heavy Flamer.


Land Speeder: 70pts
Multi-melta & Heavy Flamer.


Total: 2000pts

Now with this list, not only is it strong, its very characterful and fun to play. Without the long fangs you lose much of your added long range anti-tank, but instead you have the opportunity to really smash though your opponent face to face. The Fenrisian wolves provide a bullet magnet for your lords. Your lords have the ability to run through squads alone, or hit units as a team. By leaving your wolves behind and keeping about 10 of them in terrain as you advance, although your only advancing through difficult terrain, your bullet magnets now have a 4+ cover save, making them extremely hard to get rid of.
Powers such as lash, jaws etc etc can be nullified by the 3 wolf tail talismans. 3 5+ attempts to nullify them is statistically better than 1 4+ which you get from a rune priest.

The 3 Rhino squads can push midfield, providing melta support and can handle those pesky horde units themselves, with the added fist. The WG are setup to allow you to either have wolf claws or fists appear behind your opponent with the scouts. 2 Units allows you to put hurt in your opponernt, hopefully forcing them forward towards your lords. If not they will lose important support from their backfield. Or perhaps they can be used to get rid of those annoying grots hanging around in the corner holding their objective.

The speeders allow you to either counter any threat that comes too near to your Rhinos, or deep strike down to put some hurt on your opponents tanks.

Hope that’s helps.

Cheers,

Killswitch.

Friday, November 5, 2010

Imperial Guard VS Space Wolves Batrep

In the second round of Open War it was my Space Wolves VS the Imperial Guard of Tim King.

Despite the mission, deployment, objectives and the first turn going in Tim's favour, the Space Wolves valiantly battled on, taking horrendous casualties as vehicles exploded all around.

In return, burning Valkyries fell from the skies like wounded birds as salvos of krak missiles slammed into their armoured hulls.

As the final turn approached and a bloody victory was at hand for the Space Wolves, the judges called out "FIVE MINUTES LEFT!" and we had to hastily wrap up the end of my Turn 5.

A devastating last minute tactical victory was denied me, but a fantastic game was had against an excellent opponent.

1750 Points Space Wolves Army
Rune Priest:
Wolf tooth necklace, chooser of the slain
Psychic powers: Jaws of the World Wolf & Living Lightning

Rune Priest:
Wolf tooth necklace, chooser of the slain, wolf tail talisman, saga of the beast slayer
Psychic powers: Living Lighting & Murderous Hurricane

Rune Priest:
Wolf tooth necklace
Psychic powers: Jaws of the World Wolf & Murderous Hurricane

Wolf Guard:
3 Wolf Guard with Combi Melta and Powerfist (18, 5, 20 points (X3)

Grey Hunter Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport

Grey Hunter Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport

Grey Hunter Pack:
8 Grey Hunters, Meltagun, Wolf Standard and Mark of Wulfen
Rhino APC transport

Grey Hunter Pack:
5 Grey Hunters, Meltagun, Wolf Standard, Mark of Wulfen
Razorback APC transport

Land Speeder:
Multimelta and Heavy Flamer

Land Speeder:
Multimelta and Heavy Flamer

Long Fangs Pack:
1 sergeant, 5 Long Fangs with Missile Launchers
Razorback APC with twin linked lascannon

Long Fangs Pack:
1 sergeant, 5 Long Fangs with Missile Launchers
Razorback APC with twin linked lascannon

1750 Points Imperial Guard Army
1 HQ squad with 3 melta guns

2 command squads with melta and Chimera transports
4 10 man squads with lascannon

6 veterans with flamers
6 veterans with meltas
6 veterans with meltas

Valkyrie Vendetta
Valkyrie Vendetta
Valkyrie Vendetta

Demolisher with heavy bolter
Demolisher with heavy bolter
Medusa with heavy bolter

Note: I'm not 100% sure what was in his army when it comes to the squads. I just saw a lot of puny humans that needed killing!

MISSION: Raid
Probably the most badly written, unbalanced mission ever conceived. The mission completely favours a shooty army that wins the roll to set up first. So you can guess what happened in this game!

You get a table quarter each, but can only deploy 12" on from the board edges, giving you a very restricting deployment zone.

You then take it in turns to place 4 Objectives which cannot be within 12" of a deployment zone, a table edge or one another.

Tim won the roll off and was very pleased, explaining that he'd played this mission before, then deployed his first Objective in such a way that the following 3 Objectives could only be placed surrounding his deployment zone.

At least Tim's choice of table quarter didn't leave me completely out of cover and at the mercy of his Demolisher and Medusa cannons.

THE BATTLE
Tim spread his force along the back of his deployment zone with the Vendettas on the flanks.

I deployed as best I could, as far forward as I could while deploying both Long Fang packs into terrain.

I kept 2 Land Speeders in reserve to punish any Imperial Guard troops or vehicles that strayed into the left flank to claim objectives.

Finally, I desperately rolled to Seize The Initiative...and failed.

Oh well, time to get shot!

Rhino transports exploded all around as the Valkyrie Vendettas and Imperial Guard infantry poured lascannon after lascannon round into the lightly armoured transports. The Space Wolves climbed out of the wreckage and advanced through the tank wreckage towards the Imperial Guard lines and the Objectives.

The Rune Priests blasted the Valkyies with Lightning from the skies and torrents of Krak missiles lashed against the air craft, blasting off weapons and finally downing the Imperial gunships.

Turn after Turn, the Demolishers and Medusa advanced, hammering the Grey Hunters with their heavy ordnance shells. After taking a heavy toll on the Space Wolves, two of the tanks had their cannons blasted clean from their hulls while the third continued to fire.

In the final turns, the reserved Land Speeders took down one of the Valkyries after what seemed like an age of chasing it around the left flank.

With the end of Turn 5 approaching, I could seem my strategy clear as day.
Wipe out the Imperial Guard in the centre, hide behind the tank wreck and Tau outpost to claim 2 objectives while bombarding one of the Objectives held by Tim's Veterans with frag missiles from both Long Fang squads.

There was no way he could take out the rest of my Grey Hunters in a single turn of firing. If he managed to eliminate 1 pack, then the game would at the very least be a draw on Objectives.

"FIVE MINUTES LEFT!" the judges called out.

What!? There hadn't been a time warning earlier. So after agreeing that we'd end the game on my 5th Turn, the Grey Hunters charged the 6 Veterans en mass, butchered them all, then made a Sweeping Advance back to claim one of the Objectives.

The game ended with 2 Objectives in Tim's possession, 1 unclaimed and 1 Objective claimed by the Space Wolves, but half contested by a still active Leman Russ Demolisher.

This earnt Tim 2 Victory Points for each of his Objectives and earned me 1 Victory Point for my half contested Objective.

However, once the Kill Points were counted and added to our scores, I had killed so many units that it was a draw! I had been very sneaky in denying him Kill Points by hiding sole squad survivors behind tank wreckage and terrain.

I shook Tim's hand and thanked him for a brilliant, if bloody and rather mindless game of Warhammer 40K. Then said I'd have beaten him if we'd had one more turn and looked forward to playing him again!

CONCLUSION
I was robbed! One more turn and I could have secured a win and at the very least, a draw if the dice went against me. Even though I was cheated by time running out (no earlier announcement was given by the judges!), Tim was a fantastic guy to play against and gave me a good run for my money.

Things looked grim at the start of the game with Tim having every advantage from a deployment that favoured his army, being closer to the objectives and having the first turn while the majority of the Space Wolves army had to deploy in the open.

Once again, I put everything down on the table, reserved the Land Speeders and waited to get shot. Arriving piecemeal from reserve is a bad strategy for the Space Wolves and had my reserve rolls been anything less than outstanding, I'd have been cut down in short order.

Fortunately, Tim ignored my Long Fangs for most of the game, which allowed me to bring down his Vendettas and even blow some weapons off his tanks. However, my lack of lascannons really showed in this game of long ranged firepower.

We quickly talked about the game afterwards and he said that he was focussed on taking out my Troops in order to win the mission.

So how did the Space Wolves advance in the face of so much overwhelming fire power? There were 2 Leman Russ Demolishers, a Medusa and 3 Valkyrie Vendettas flying around!

Tim split his fire between the squads rather than focussing on a single target at a time. If he'd taken out the transports, then focussed on annihilating 1 squad at a time, I think he would have blasted me off the board very easily.

I look forward to being able to play Tim again in the future and hopefully get to play every Turn next time!

Wednesday, November 3, 2010

Thunderlord List 1750

Hello all. Following my last post about Thunder wolves, I thought I’d make a juicy list for all those fans for large wolves.

This list is used very aggressively and with such a low model count, its nice to always take first turn to ensure your opponent loses out on a turn of shooting.

I will talk more on tactics after the list, here it is:

HEADQUARTERS

Wolf Lord: 275pts
Thunder Wolf, Runic armour, Wolf claw, Saga of the warrior born, Wolf tail talisman, Storm shield, 2 Fenrisian wolves.

Wolf Lord: 280pts
Thunder Wolf, Runic armour, Power fist, Saga of the bear, Wolf tail talisman, Storm shield, 2 Fenrisian wolves.

ELITES

5 Wolf Scouts: 85pts
Meltagun.

3 Wolf Guard: 124pts
2 With Power fists & Combi-meltas.
1 With Lightning claw & Combi-meltas.

TROOPS

7 Grey Hunters: 140pts
Meltagun, Wolf standard, Rhino.

7 Grey Hunters: 140pts
Meltagun, Wolf standard, Rhino.

5 Grey Hunters: 155pts
Meltagun, Razorback with Lascannon & Twin-linked plasma gun.

FAST ATTACK

4 Thunder Wolves: 260pts
1#Power fist
2# Storm Shield
3# Meltabombs
4# Standard.

4 Thunder Wolves: 260pts
1#Power fist
2# Storm Shield
3# Meltabombs
4# Standard.

TOTAL: 1749pts

Now this is a very small army when you consider most wolves lists out there, so you must know exactly what you’re doing. Don’t act too late is the biggest motto in this list.

First, consider what mission is being played. In objective missions, put the razorback squad in reserve to move on your home objective later, or to push middle objectives which have been cleared out by the time your Thunder wolves have smashed through. Not many armies will be able to stop all those Thunder wolves before they reach their lines. Be cautious and hog cover as you advance. Keep the rhino squads with attached power fist wolf guards in front of the Thunder wolves. Position the rhinos diagonally and spread the Thunder wolves out so 3 are behind the rhinos and 2 are on each side of the rhino. This ensures maximum potential of coverage, in moving & gaining a cover save. Move your rhinos the full 12 inches, and don’t worry about a low run on the Thunder wolves, you WILL reach your opponent on turn two, and if your going through cover or its spearhead, it may be turn 3. Problem is, your lacking long range anti-tank, so all you want to do is get in as quick as possible. This will be made easier if your opponent is also an attacking army. If they are, consider moving up slower, and perhaps try hogging cover. Not all armies are marines, and armies like orks and nids HATE charging into cover. Take this to your advantage. For example, a unit of genestealers has moved out and wants to charge you, your 5 inches in the terrain, so they need a 5+ on 3 dice (I assume they have move through cover, may be wrong) to get you. This isn’t always possible, and if they fail, your unit gets to shoot and assault next turn. If they do reach you however, they are striking last. Agaisnt Thunder wolves, this isn’t always great.

Now, those lords can split off and take on a unit themselves. If you feel the need to do this, go ahead and do it. Even if it means losing your lord to kill a troops choice, bare in mind he will need to really concentrate on him as he has T5 & 2+/3++ not exactly easy pickings.

In killpoint missions, Push forward with the rhinos behind the Thunder wolves. You want the rhino squad at preferably full strength when you reach your opponents lines, as you want to kill as much as possible. Don’t worry about your Thunder wolves too much, as they do have storm shields and a 3 armour save. Hog cover if really needed, and try and act to what your opponent does, rather than push forward only for them to move back and shoot all day. In both missions, never leave your Thunder wolves isolated or not on the move. Both units and rhinos should be near one another, as who in their right mind would want to take on all that in one go?

Your wolf scouts are your one lucky shot to taking out those pesky models in the back field i.e. lootas, devs, Manticores and possibly your opponents home objective hogging troop unit. With the wolf claw, it allows them to actually kill infantry reliably, rather than striking last with the power fist. They are great if they work, so try them out.

I could go on all day trying to explain the use of this army, but there is only 1 true way of using them, using your own initiative, and acting quick. Move and push your army up, use your surroundings and charge what you feel needs killing. Multi-charge if necessary, use those rules, utilise that str 10 and all those attacks. Make full use of the warrior born lord to gain lots of attacks from squads. By utilising your strengths, this army will not have too much problem against many armies out there.

If you have any other questions, or would like list advice to be posted on these forums, email me on: alexflyf@hotmail.co.uk

Cheers
Alex

Monday, November 1, 2010

3rd at Starsmash!

Hey guys, Killswitch here back from Starsmash in Reading.

What a weekend it was! Met some great people, enjoyed a great event run perfectly. Enjoyed 5 epic games and the food was fantastic to boot. All in all a great weekend.

Unfortunately however, my phone with a 6 mega pix cam was sent for repair 2 days before so I had nothing to take pics with.

None the less, I shall give you all a rundown of how the weekend went for me and my wolf list.

Every game had additional points. +2 for the most expensive unit killed, +2 for having the nearest unit to the centre of the board & +2 for killing the most expensive enemy troop choice.

Here's my list again for anyone who missed it. I was trying something whacky with a lone Thunderwolf.

HQ

Rune priest: 105pts
Jaws, Murderous huricane, Meltabombs.

Rune priest: 100pts
Jaws, Living lightning.

Elites

3 Wolf Guard: 109pts
2x Power fists & Combi-meltas.
1x Combi-melta.

5 scouts: 85pts
meltagun.

Troops

6 Grey Hunters: 140pts
Meltagun, Wolf banner. Rhino.

6 Grey Hunters: 140pts
Meltagun, Wolf banner. Rhino.

5 Grey Hunters: 155pts
Meltagun. Razorback with Lascannon & Twin-linked lascannon.

5 Grey Hunters: 155pts
Meltagun. Razorback with Lascannon & Twin-linked lascannon.

Fast Attack

2 Landspeeders: 140pts
Multi-melta & Heavy Flamer.

Thunderwolf: 70pts
Wolf claw.

Thunderwolf: 70pts
Wolf claw.

Heavy Support

5 Long Fangs: 115pts
4 Rockets.

5 Long Fangs: 115pts
4 Rockets.

Grand Total: 1499pts


Day 1 – Game 1
Me and the Brighton warlords lads arrived about 10 minutes late due to traffic so we had to play each other. I got the draw to play John with his Necrons.

The mission was different aswell. There was 1 objective in the middle, and to capture it you must have the whole of a troop choice within 6 inches. If one model is out you cannot capture it. With this in mind I took the board with more cover as I advanced.

His list was a basic 20 warriors, 2 units of destroyers, nightbringer, a unit of heavy destroyers and a monolith.

I took first turn this game which helped me push the middle objective early. The game was tight midgame but after the nightbringer fell down a hiole, my scouts killing a unuit of destroyers and my tag team thunderwolves tore down a unit of warriors, it was set in stone for a win my way. It may of come down to a draw as the monolith didn’t turn up till turn 5, and when it came down, the warriors in the corner hiding from my army, would teleport onto the centre objective.

Good tactic, but after he rolled a 6 and a 5 for a LD check on that unit which I threw all my rockets and lving lightning at to cause a LD check, they ran off and he phased out. Unlucky to john and great game throughout.

I got full VP’s & game pts, putting me on table 1 already. Win for me and 6 bonus pts.

Day 1 – Game 2
Josh Roberts and his guard already! Great, lol. I was hoping to face him on day 2 or the last game after I’d woken up, but nevermind, its all the luck of the draw.

The table was littered with terrain which I liked, bar one corner which had only 1 impassable tower which I knew I didn’t want. 5 Objectives, spearhead.

I placed the objectives as far apart as possible, whilst trying to keep them near some decent cover for my rhino chasis. Josh won first turn roll (great) and setup as expected, with plenty of fire lanes. I deployed nothing, and reserved everything. There was no cover and the only cover available was LOS blocking which would force me to push out in the open or hide out, with no objectives nearby.

Josh went on with 2 turns worth of moving, positioning everything to face me as I moved on. 2 Vendettas flew to my right flank whilst the rest kept centre or the left flank covered and the hydras positioned themselves to the back of the board to cover most of the fire lanes.

My turn 2 saw me bring one 1 rhino squad with a rune priest, 1 razorback squad, my scouts and 1 thunderwolf, who all deployed in a corner. My scouts came on the worst side possible, the left side, which was perhaps 14-16 inches away from anything, so I deployed them near the first hydra squad.

Shooting saw my scouts roll double 1 to hit, and that’s how it was for the whole game for me. My lascannon missed, and that was all I had. His turn saw my scouts wiped out and my razorback wrecked.

Turn 3 I had no luck with reserves, only my other thunderwolf, my other razor squad & my rhino squad come on. My long fangs and speeders, 2 units which I needed, still slugging it. Moved my thunderwolf up to assault his blob squad of 20 guard on his objective. My thudnerwolf eventually killed them all by his turn 5 which was funny.

All my shooting was ineffective and turn 4 saw me lose my 1st rhino squad, and the rune priest getting slapped in combat by guardsmen.

Turn 5 was close, speeders dropped down to flame off his platoon comman off 1 objective and my whole army trying to shoot off his chimera and vendetta off my objective but alas my roles were awful. I could go into detail on how I almost won/drew but to put it simple, I just couldn’t roll effectively.

Loss for me with 4 Bonus pts.

Day 1 – Game 3
This was against a past guest blogger, spiky James. His army had 1 wolf lord on thunderwolf with goodies, 1 wolf guard battle leader on thunderwolf with goodies, 4 thunderwolves with goodies, 2 units of 10 grey hunters in rhinos, 10 grey hunters in a pod and a rune priest.

It was dawn of war, capture and control. This game would come down to whether I can break my rhinos through his thunderwolves, and whether he can break his thunderwolves through my army.

I had first turn so allowed me to move up and setup. His pod came down and killed some long fangs, then I killed them all with my thunderwolves and razorbacks. Rockets wrecked one of his rhinos and my rhino squads pushed up.

He moves his thunderwolves up to counter my rhino advance, whilst my scouts smashed his wolf guard battle leader left behind to a pulp. They were then swept away by grey hunters. He didn’t have much on the advance so I assume he was looking for the draw. My 1 chance to get rid of some of the tunderwolves who lined up for a nice multi-jaws shot failed miserably due to him rolling 2 4+’s to nullify them.

He assaulted my rhinos who moved 12 and only wrecked one of them, the other unharmed. The unharmed rhino pushed forward, tank shocking through his thunderwolves and near his objective, poping smoke. My wrecked squad was pinned so just sat there awaiting their punishment, which saw them lose half their number to the next assault. My thunderwolves continued their rampage, wiping out another grey hunter squad before the wolf lord himself comes along to finish them off.

Turn 5 which could see the game end saw me throw my rhino squad who was about an inch out and my speeders onto his objective. After shooting the rest of his army and assaulting the speeders with a full squad of hunters & the wolf lord, they both stood standing tall, and after the inevitable roll of a 1 for the game to continue, saw James’s easy draw fall down the drain.

I felt bad for pulling such a stunt, so I said to play on, which saw him wipe my grey hunter rhino squad and rune priest off the face of the earth. The speeders who would not die were subject to James’s armies wrath, and to my amazement, still stood tall only being stunned and losing a weapon or two.

Great game and fantastic army to boot. Win for me with 4 bonus pts.

End of Day 1 saw me with 2 wins and a draw, but my bonus points kept me on table 7, so I was to play Simon Edwards and his Eldar.


Day 2 – Game 4
This was against an interesting elder army with a farseer, avatar, 2 wraithlords, rangers, 2 units of dire avengers, 3 war walkers, fire dragons in a serpent and some warp spiders.

Objective was to hold the centre, whilst our most expensive HQ and troops drop an objective if they die.

Not much to comment on this game. Cover allowed him to advance rather unscathed but once he got close I was able to capitalise with my full force.

Scouts cam on and run down 5 scouts & a whole unit of dire avengers. My thunderwolves killed his fire dragons & warpspiders, and my rockets and las/plas killed 1 wraithlord and avatar.

Due to the avatar dropping an objective near his avengers, the game would have been a draw on turn 5, but it went on and I went to almost table him, leaving a wraithlor down to 1 wound and 1 war walker left.

Great game and lessons learned when facing wraithlords, if I didn’t have a power fist in my grey hunter units, I would of just sat down and died over time lol.

Day 2 – Game 5
My victory points and bonus points saw me shoot straight to table 3 as a lot of players ended up with draws this game and last, meaning I skipped past them.

I was originally meant to face Kiran Reddy and his Seer council/Eldrad combo of doom, in a KP mission. This was a bad matchup for me so I wasn’t feeling too confident, but then I was called over by a ref and was asked to swap players, as there were 2 players who had played one another already. I was pleased to see Ben clark was one of them and immediately requested to play him.

Ben was the one who took 1st place at the oxford OGC, beating me by 200pts leaving me with 2nd place, so I was adamant to get my revenge. He accepted and so the players were swapped.

His army was 2 vet squads in chimeras with plasamguns and lascannons. 3 Vendettas, 3 Hydras, 2 Manticores and a command squad with melta in a chimera. 1 Vendetta was outflanking and he also had 3 ratlings outflank, lol.

I took first turn and took the side with a tall building allowing my long fangs great fields of fire. I also took this side as there was more chance of cover as I moved up, which was crucial against such a guard army. He decided to bite the bullet and deploy, hoping for a 6 to steal initiative or hope for a rubbish first turn by me, which is likely.

Thankfully he rolled a one so I moved up midfield. My shooting saw 1 vendettas stunned, 1 of them immobilised aswell. Not great but it reduced the firepower incoming greatly which is what I needed. Both rhinos popped smoke which helped as I passed every cover save needed so stop them bailing out to face the wrath of his plasma vets who moved up. His vendetta rolled a 1 when moving through terrain which meant both vendettas were immobilised, awesome. The command squad also moved up ready to shoot the remnants but before he could, one of his manticore shots landed straight on them killing both his meltavets, awesome.

My turn saw all my melta bouncing off as he also past plenty of cover, however I was lucky to immobilise both his advancing chimeras with my rockets. One thunderwolf had also died previous turn, so his brother was out for revenge, charging into his command squad, leaving the commander on a wound due to his 5+ inv. This turned out to be great as the thunderwolf was now locked in combat in his turn. My rune priest cast murderous hurricane on his vet squad then assaulted then, staying locked in combat.

His turn saw one of my razorbacks wrecked and one of my rhinos immobilised and weapon destroyed. 1 squad of long fangs was wiped out and both his vet squad and commander was wiped out in combat.

My turn 4 saw the big pivot of the game. My wolf scouts turn up behind him near his hydras, destroying 2 with their meltaguns. My greyhunters blew up the 2 chimeras in the midfield with their meltaguns and my runepriest meltbomb’d the last chimera.

His turn 4 saw little happen as all he had left to make a difference were the manticores, but due to some bad scatter, the only thing lost was the other razorback.

Turn 5 saw me mopping up, deep striking speeders blowing up a manticore and his last hydra taken out. Scouts moved on to kill one vendetta whilst my hunters smashed the other. His ratlings came on the turn before in a corner so I couldn’t table him, but I wasn’t having any of that.

First I took down his outflanking vendetta which finnaly decided to show up and blow up my boxed rhino, then I shot 1 frag rocket hitting 2 ratlings. He decided to go to ground after I got a direct hit causing 2 wounds. 2+ cover save and he rolls...snake eyes! Brilliant.

He then rolls his LD check, needed a 5 or less, what does he roll, double 2. Damn. By the end of turn 6 he was left with a lone ratling sitting in a wood drinking a mug of beer not knowing what on earth is going on.

Excellent game and against a fantastic opponent. I won with 6 bonus pts.

Overall I came 3rd place, earning me a nice little trophy. I met some great friends and the whole event was brilliant, and would really recommend it to all, competitive or not, for next year.

Cheers

Alex

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