Monday, August 29, 2016

Space Wolves Great Company vs Black Legion 1850pts

In this week's battle report, Tristan Whitehead leads his Space Wolves Great Company against the Black Legion Chaos Space Marines in an 1850pts game. Over to Tristan...

Right ok, So here we have a fluffy game between two friends. We started 40k together and so this is how it shall end. Oliver Thomas heads up the Chaos Space Marines of the Black legion against my Great Company. We have had many battles over the years, and during this time our armies have become ‘preferred enemy’ *each other*, we have clashed many times and our warlords are now hated rivals of each other (Its like something out of the William King space wolf novels, honest!)


So here we have it, Chaos vs Wolves , an epic show down. The young Wolf lord seizes his chances to End the tyranny of the hated Lord Telroth, Master of the Legion of Bronze. Can these brazen warriors protect their lord from the Emperors executioners?

Scenario – Echos of war: Trapped under Ice – Champions of Fenris Supplement.
(We edited it to change the warlords as Logan and Fabius are required, its our game right? We’ll play it how we like”)

Space wolves Great Company 1850pts


Wolf Lord, Armour of Russ, Bolt Pistol, Fangsword of the Ice Wolf

Wolf Guard Battle Leader, Storm Shield, Thunder Hammer

4 Wolf Guard, 1 Wolf Guard Pack Leader, 5 Combi-Plasmas
Drop Pod

5 Wolf Scouts, Camo Cloaks, 5 Bolters, Meltagun, 2 Plasma Pistols

5 Grey Hunters
Drop Pod

5 Grey Hunters, Plasma Gun
Razorback

5 Grey Hunters, Plasma Gun
Razorback

5 Grey Hunters
Razorback with Lascannon and Twin-linked Plasma Gun

5 Grey Hunters, Wolf Standard
Drop Pod

10 Grey Hunters, 2 Melta guns

5 Skyclaws

7 Blood Claws, Flamer

8 Blood Claws, Flamer

Long Fangs, 1 Lascannon, 3 Missile Launchers, 1 Ancient

Long Fangs, 1 Lascannon, 3 Missile Launchers, 1 Ancient


Chaos Space Marines: Black Legion Combined Arms Detachment 1850pts


Abaddon the Despoiler

6 Chaos Terminators
Bringers of Despair, Mark of Tzeentch, Veterans of the Long War, 1 Chainfist, 4 Power Swords, 2 Combi-Meltas, 1 Reaper Autocannon.

10 Khorne Berzerkers
Veterans of the long war, Champion, Plasma Pistol, Power Weapon

12 Chaos Cultists
Champion, autopistols and close combat weapons

12 Chaos Cultists
Champion, autopistols and close combat weapons

3 Chaos Bikers
Veterans of the Long War, Champion, Power Fist, Melta gun

Chaos Land Raider

3 Obliterators
Mark of Nurgle, Veterans of the Long War


Mayhem Pack Formation:

Helbrute
Multi-melta, Power fist

Helbrute
Multi-melta, Power fist

Helbrute
Missile launcher, Twin-linked Lascannon


Story: The Saga of Bronze


The cave was still and quiet as the initiates gathered around the roaring fire, an unusual calm for the usually terse and rowdy Blood Claws
At their head sat an ancient looking marine, his hair, that which what was left was as white as fresh fallen snow, flecked with a blondish brown that made it almost impossible to guess the old wolf's original hue.

In his massive gauntleted hands he held a sizeable tome, wrapped and bound tight with chains of the darkest steel which young Ulgulf had ever seen, to his keen sight he could see that faint runes had been delicately etched onto the chain and though he doubted his eyes he could imagine they even gave off the faintest glow, even through the fire light.

"Now then my young wards" growled the granite like voice of the ancient.
"What I hold before you now is a saga not often heard in the high halls of The Fang. Though it is perhaps one of the most daring and inspiring, out side of the sages of Lord Blackmane or even the legend of Master Logan."

He turned the book to face the pack, it was a simple cover, faded brown leather with strange dark bronze runes carved into the four corners, in the centre sat a howling wolfs head with a name etched under it

"This is the story of the Wolf Lord Boartooth, more commonly known as....

'The Saga of Bronze'


Chaos Space Marines Turn 1
Chaos win the roll off. They move everything forward towards the objectives; Two stasis pods are uncovered by the Brazen legion, No Wolf Brother within either found in Sight for Lord Telroth to get his hands on..... The rabble runs towards the wolves who wait to meet them.


Finding no plunder within the stasis pods, The Brazen legion opens fire on the wolves, the land raider moves out on the left flank Opening up on the squad onto the skyclaws on the far right, dropping 3. They pass leadership.
The Obliterators open up with their lascannons, Immobilising a razorback with grey hunters inside. It passes two cover saves but one shot goes through.


End of shooting turn 1 for chaos, everything else runs or cannot train a bead on any targets.

Space Wolves Turn 1
Every unit moves up eager to secure their lost brother in the stasis pod(s). Both of the razorbacks spread out towards the objectives
Hrothgar’s Blood Claws move on the objective on the right flank, they discover and secure wolf the brother in the trees where the wrecked rhino lay from decades past.


The Wolf Lord with his wolf guard deep strikes in via pod drop, determined to divert the Forces of Lord Telroth in two.

As the doors slam open the Pod’s automated storm bolter opens up at the cultists nearby, one perishes!

The brave Wolf Lord and his retinue kills two of the ‘Bringers of Despair’ Terminators with plasma fire The Lord bolt pistols the bearer of the reaper auto cannon through the eye lense (he was the closest,What a shot!)

Simultaniously the 10 strong grey hunter pack drop in and fail to destroy the land raider with a pair of melta guns. One fails to penetrate and the other fails as the Raider passes its stealth cover save!!!

Next in line the Long fangs on the rear left flank , split fire at land raider and terminators, no results. Both units weather the storm.


Skyclaws bound forward eager to take the fight to the enemy, A mob of cultists are their target, they score one kill with bolt pistol on the dregs. They attempt a charge but are just out of charge range (fleet would have helped here)

Chaos Space Marines Turn 2
The chaos Dreadnoughts (okay okay they’re Helbrutes really!!) Hellpack formation deep strikes in front of a razor back, near the stasis pod which the blood claws are holding. One Helbrute goes berserk and pops las/plas razorback with a double firing twin-linked lascannon!!! (Causing 1st blood to the Legion of Bronze) The second Helbrute fails with its multi-melta to damage the 2nd razorback in the middle of the battle line. The 3rd Brute charges forward towards the nearest unit (as per the helbrute crazed chart)

The dreaded Land Raider moves up to block the Newly arrived grey hunters- it swivels its right lascannon turrent at the sky claws who just failed their charge, utterly vaporising one of them!

The chaos Bikes move on the right flank, moving full distance by turbo boosting.


The land raider assault ramp doors slam open to disgorge a deadly unit of Khorne berzerkers ready for a charge at Nill’s Grey Hunters. They open fire madly upon the Hunters, killing 2 from bolt pistols. The berzerkers make their charge however one dies to overwatch!!! During the combat - all hunters dead die taking 5 of the khorne warriors down with them. 3 Berzerkers survive and consolidate towards the blood claws on the main objective.


One more skyclaw dead from shooting by the cultists, finishing off the entire unit.


In response to the Wold lord and his retinue’s arrival, Telroth’s back line turns its attention upon them. The Obliterators mutate their arms and begin to spool up 3 assault cannons, one score’s a wound on the Wolf Guard Battle leader Olaf Breaker, he absorbs as many shots as possible with his trusty storm shield, however one rend still makes it through from the assault Cannons, he shrugs it off.

The Terminators from the bringers of despair kill one of the Lord’s wolf guard from twin-linked bolters (Terminators at WS5 AND BS5!!!! Ouch)
Telroth’s unit charge in (he’s Olivers take on Abaddon ) A challenge is issues, the battle leader Olaf breaker steps up to the plate. Sadly and unsurprisingly he is slain from the dreaded Drach’nyen blade , he makes three saves on his shield, the 4th lays him low, additional wounds spill over, The wolf Lord takes a wound, and another wolf guard is down.

The Brave wolf Lord retaliates furiously with a reasonable amount of attacks, however slaying just one chaos terminator with the relic Fang sword (the ap3 is too weak against 2+ saves, a few rends were made but the 4++ invulnerable provided by the mark of tzeentch comes in handy for Oliver here) At initiative 1 the rest of WG die to power Axes from the chaos scum leaving the Wolf Lord Down to one wound!!!


Space Wolves Turn 2
Winterfangs’s Scouts come on and outflank on the left flank, they open up with plasma and melta shots, Their target? The monstrous pack of helbrutes who just appeared in a flash of light and warp energy. They strip 2 hull points from the closest hell brute carrying a multimelta.


The last pod drops arrives, 5 hunters pile out and cook/ Bolter the large cultist group behind Telroth (Abbadon) and his cronies deadlocked with their Wolf Lord. The cultists take heavy losses and fail morale, running away screaming and desperately trying to put their alight bodies out (stop, drop and roll boys!)


The Middle razorback supporting the blood claws with the stasis pod; the 5 hunters within disembark and down one hellbrute from plasma fire, detonating its power pack in a devastating explosion! The razorback’s itself opens fire on the closing Chaos bike unit, shredding 1 with its heavy Bolter fire on the right flank.
The brave (or strupid) Blood claws charge the last two dreadnoughts, hoping to attack with grenades and Prevent further mass Damage from them Next turn, sacrificing themselves! 3 grenades hit casing a hullpoint, the brute misses with his massive fist!

The Beleaguered wolf Lord is surrounded. The Squad champion challenges him, At initiative 5 He kills Two more chaos terminators from rending hits, one is the champion who challenged him!
Somehow (both Oliver and I were gob smacked) He makes ALL of his saves from Abaddon’s attacks (on 1 wound !? unbelievable!!!!!)


Chaos Space Marines Turn 3
Quite a quick turn all in all.

The 7 cultists on the left flank move and run towards the Nearest Blood Claw unit, in an attempt to divert the young warriors.


The 3 Khorne berzerkers move up towards the stasis pod objective which is surrounded by space wolf units but it lays unclaimed, just about.....
The Obliterators kill 4 of the grey hunters who drop Podded into the chaos deployment zone with the Flamer. They open up with 3 twin-linked plasma guns (that’ll do it) One remains and holds his ground!!!
Another helbrute charges to aid its kin againt the blood claws killing two of the pups off, simultaneously taking a hull point from a lucky grenade.

Onto the big moment....

The Wolf Lord is beleaguered. He stands alone and is challenged by Abbadon, after his trusted champion was slain by this upstart from the Dogs of Russ. The wolf lord, He accepts and in a last attempt at wolf cunning, he drops Telroth’s initiative down to 1 (armour of Russ). The wolf Lord scores 4 hits, 1 is a rend, Abbaddon fails the Invun but passes the Strength test from Helfrost (a tense moment for Oliver) Abbadon opts to use Drach’nyen, the dread sword. He scored a multitude of ap2 hits and eventually kills the wolf Lord to the last save! Unbelievable, truly one for the sagas!

Space Wolves Turn 3

The right most razorback holds its ground and the final grey hunter squad disembarks to create a cordon on the Right flank

The Wolf scouts continue to move towards their prey, the hellbrutes

The chaos Land raider takes missile and lascannon hits from The long fangs, stunning it.

The cultists who ran towards the Blood claws are barbequed to a crisp from the squad’s flamer, The few survivors rest failed morale and bolted away, they are as good as dead (or so they hope)
The 7 Blood claws decided to finish the job... they catch and walk through cultists on the left flank in close combat, they consolidate back towards the hellbrute position. Left flank secure.
The Blood Claws fighting the Helbrutes, keep them tied up. The grenades fail, and the power fists splat 2 of the claws, one stays in the fight for a noble end!

Chaos Space Marines Turn 4
Abbadodon moves with what remains of his retinue, but he is too far away for provide effective fire.

The berserkers move towards the stasis pod.

Obliterators take snaps shots at the middle razorback ahead of them, scoring two hull points with lascannons, it is still in play keeping the Wolf cordon plugged.

2 Chaos Bikes scream up to engage the 5 plasma grey hunters near The stasis pod objective from the right flank - The bikes try to run them down in assault but are repelled with over watch, one is killed and they fail they charge, they are batted away by the five hunters, the one bike escapes.

Its corrupted machine spirit angry, the Land Raider is stunned but returns fire vaporising a long Fang with a lascannon and knocks a second off his feet from Heavy Bolter fire!

The Blood claws score 1 Hull point on the pair of hellbrutes who claimed one more Of their number, this assault is tense!

Space Wolves Turn 4
The second long fang unit scour the berserkers heading for the main objective with extreme prejudice.


The Wolf scouts hug cover In an attempt to sneak up sabotage the landraider with melta bombs...

Nothing else is in range for effective fire, the wolves use pack mentality and converge on the Stasis pod maintaining their cordon.

The left unit of blood claws move towards Abaddon and his retinue, prepared to sacrifice themselves for the good of the chapter.

Chaos Space Marines Turn 5
The land raider prowls up the middle and maintains fire on the long fangs. It claims one more battle Brother, still furious at the long fangs for stunning it the previous turn.
The hell brutes are held by the dwindling blood claws, only 3 claws remain. No hull points caused and. They pass leadership!
The lone biker regroups and turbo boosts to the far end of the Space wolf Deployment.

Abaddon and co continues to move forwards, slowly but surely..... and are now in sight to start causing Trouble.

Space Wolves Turn 5
The remaining grey hunters converge to support the blood claws fighting the helbrutes from the middle razorback.
The Far right hunter squad surround the objective, in sight of the fleeing chaos biker.
The land raider yet again becomes immobilised by long fang fire, the wolf scouts use that opportunity and slap a melta bomb to it, causing a single hull point., the Raider is down to
One HP!!!!
The left blood claw unit continues to intercept and enage Abaddon and his unit heroically. They must hold them for a turn, At least!


THE GAME ENDS

Oliver rolled off and he rolled massive 1 – boom! What a game!

So to tot up..
Chaos got 1st blood (skyclaws) slay the warlord (wolf Lord), line breaker (biker)
The space Wolves hold the objective for 3pts

DRAW
The Game ended on the dice, well how about that....I’ll say it again, What a game that was.

Truly one for the sagas and we both had loads of fun playing that particular scenario.

It was perfect fit for both our armies, thumbs up from me!

- Tristan Whitehead

Monday, August 22, 2016

Space Wolves VS World Eaters 1850pts Battle Report

Following bitter defeat, Adam Skarin's Space Wolves, led by Ragnar Blackmane take on World Eaters Space Marines in this 1850pts battle report.

Over to Adam Skarin to tell us all about it...


My Space Wolves have met my friend Patrik's World Eaters two times before this battle.

The first fight the Primarch Angron sliced Bjorn the Fellhanded to pieces with his Chain Axes. The second battle their Terminators and Dreadnought smashed Krom into the dust and only Ragnar Blackmane escaped the battleground.

So this third battle I had to come up with something that could compete with this furious army.

I was thinking AP2, and something that could deny invulnerable saves as I was expecting a Primarch again.

I also wanted Ragnar to come back for scenario reasons. So I brought my Wulfen for the first time. They all have AP2 and initiative 5. But Their save is not that good so I need some troops that could survive and lock his troops in combat.

For that I added some close combat Terminators, Blood Claws and Skyclaws. And I put the Wulfen in a Stormwolf so they arrive later in the game and can assault directly when they hit the ground. Then I brought an Assassin in case he brought a Primarch. The Vindicare assassin has ammunition that can ignore invulnerable saves and is AP2.


Space Wolves Army List 1850pts

Ragnar Blackmane

8 Grey Hunters
Pack leader, Combi-melta, 2 Power Fists, Meltagun

5 Blood Claws
Pack leader, Flamer

5 Skyclaws
Pack leader, Frost Axe, Meltagun

5 Wolf Guard Terminators
2 Thunderhamer and Stormshield, 2 pairs of Wolfclaws, 1 Power Fist and Storm Bolter

5 Wulfen
2 Great Frost axes, 2 Frost Claws, 1 Thunder Hammer and Storm Shield

Stormwolf
Twin-linked Multi-meltas

Landspeeder
Typhoon Missile Launcher

Drop Pod
Deathwind Missile Launcher

Razorback
Twin-Linked Heavy Bolter and Stormbolter

Imperial Assassin Ally:
Vindicare Assassin


World Eaters Army List 1850pts

Captain
Artificer Armour, Relic Blade

10 Crusader Squad
Sword Brother, Meltagun, Power Axe

5 Sternguard Veteran Squad
Veteran Sergeant, Special issue ammunition, 2 Heavy Bolter, 2 Combi-Plasma, Melta Bombs

10 Tactical Squad
Sergeant, Flamer, Heavy Bolter

10 Assault Squad
Sergeant, 2 Flamers, 2 Eviscerator

Contemptor Pattern Dreadnought
Dual Chain Fist with Heavy Flamers

Razorback
Twin Linked Heavy Bolter and Stormbolter

Land Rider Crusader
Multimelta

Vindicator
Stormbolter

Deimos Predator
Plasma Destroyer, 2 Heavy Bolters

Deimos Predator
Plasma Destroyer, 2 Heavy Bolters


Mission
Dawn of War deployment with points for Slay the Warlord, First Blood and Line breaker.
We just wanted to hit each other hard!

Deployment
I won the roll off and decided to let Patrik deploy first. I felt it was important to get my Vindicare assassin and Land Speeder far away from his plasma tanks. So I let him deploy first so I could get a good counter deployment.

The Vindicator and the Contemptor Dreadnought looked scary together on his right hand side so I decided to put my Land Rider on the opposite side and let it challenge his infantry and the two Predator tanks. My Assassin got a perfect spot in the ruins and my Land Speeder deployed behind it both far away from the enemy.

And then it happened, I stole the initiative! Lucky dice roll. And not the first!

TURN 1 - SPACE WOLVES

So the first hard decision was where to land my Drop Pod with my Warlord Ragnar Blackmane and his Greyhunters armed with fists and Meltaguns. It is an expensive load and I wanted it to count. I felt bold and Dropped it right in between his Land Raider and the Predator tanks. It scattered a little towards the table edge but no miss hap. I disembarked behind the Predator tanks. My Land Raider and Razorback moved up towards the enemy Razorback and Tactical squad. The Land Speeder checked line of sight towards the World Eaters Land Rider. then my Wolves hit the trigger.

My Grey Hunters used the Meltagun and Combi-melta and a crack grenade and blew one of the Predator tanks sky high. Their armor withstanding the heat of the explosion. My Land Rider used its twin-linked Lascannons and made the Razorback blow up. My Assassin and Land Speeder got a hullpoint each on the Land Rider. So a great turn of shooting. My Skyclaws was staying in cover and so did my Razorback. The Drop Pods missile launcher is for lighter targets so I didn't use it. And because I disembark from the Drop Pod I could not get in close combat with Ragnar Blackmane's team.

TURN 1 - WORLD EATERS

At this point the World Easters were furious! The Wolves in their lines was not part of their plan. So Patrik backed up his Land Raider, Drove up the Vindicator and the Dreadnought run forward towards the threat in their lines. The other Predator drove away from the Grey Hunters towards my Land Rider. The marines on the ground stayed in cover.

I got to feel how devastating a Vindicator is. He blew Ragnar and a few Grey Hunters to pieces. The Land Rider Redeemer rapid fired the hurricane bolter and shot with its Assault Canon and Multi-Melta. The Predator tank then turned the Plasma Destroyer canon towards a small gap showing my Razorback. It fired three shots and reduced a hullpoint from it. After the shooting phase the Dreadnought punched its Chain Fists into my Drop Pod and was grinding it down to dust. it exploded but couldn't harm anyone near.

TURN 2- SPACE WOLVES

Loosing my warlord and an expensive Grey Hunter pack did hurt. But removing one Predator tank and popping the Razorback was a good thing. My Stormwolf were not planning on coming in yet, I failed the reserve roll. Now I advanced with my Land Rider and letting my Wolf Guard Terminators get out to feel the burned air. They ran forward towards the 10 man Tactical Squad taking cover by the pipes.My Razorback stayed in cover but got line of sight to the 5 man squad that had left the Razorback. My Land Speeder moved forward behind the ruins to get a good shot at the rear of the Vindicator.

The Lascannons from my Land Rider shot at the Vindicator and ripped one hullpoint of it. Vindicare got one from the Landrider but the Land Speeder didn't hit the Vindicator. My Razorback failed to kill any marine. So I didn't blow anything up in this turn. Then my Terminators charged the Tactical Squad. One Wolf Guard died from overwatch. I hoped to be stuck in combat at the end but my Wolf Guards killed everyone of the enemy marines. AP3 Claws and AP2 Hammers and Fist made short work of them. So I had to consolidate in the open ground. I spread them out towards the armored enemy coming towards me. Shields in front.

TURN 2 - WORLD EATERS

The Vindicator, Dreadnought and Land Rider all moved combat speed towards my Land Rider and Terminators.And from the skies Patriks Assault squad came dropping down from the skies with their jump packs. He dropped them in the center of the whole board and they didn't scatter. They weren't to far from my five man Skyclaws. The Dreadnought were out of range to flame so it ran.

Then hell broke loose. The Vindicator, Predator and Land Rider unloaded everything they had on my terminators, and that was a lot! I got to save a lot of 2+ armor and 3+ shield saves and didn't fail any one of them. The Terminators stood firm. Amazing! I was jumping in circles in pure joy and Patrik was coursing his dice.

TURN 3 - SPACE WOLVES

My flier heard all the thunder in the area and found its way to the battlefield. It zoomed straight for the armored vehicles in white and blue colors. Inside its bulk the pilot could hear howling noise from the Wulfen wanting to get out. But first it took aim and fired everything it had on the Vindicator until smoke pour out of its hull. The Space Wolves Land Rider targeted the enemy Predator tank but failed to destroy it. The Razorback drove forward and made a 90 degree turn letting the Blood Claws out firing some Bolt Pistols at the remaining five man squad in front of them. But that shooting was more for heating up their guns and getting their adrenaline pumping.

The Skyclaws finely got to move forward. They saw that no one else were trying to stop that furious Dreadnought with its roaring Chain Fists. So one brave pup peaked out behind the basilisk and fired a melta shot in its feet making it immobilized! Another of those lucky dice rolls.My Landspeeder couldn't draw line of sight of anything this turn so it moved even closer to the enemy table edge aiming for line breaker in the end. The assassin shoot one more shot at the Land Raider but failed to destroy it. I hoped to get the World Eater Warlord out of it for my Terminators to charge them. But they got to take care of it in the assault face. 11 angry Worldeaters pour out of its broken hull. Eviscerators and Chainswords roaring for blood.

TURN 3 - WORLD EATERS

With the Vindicator and Land Rider smoking and a stranded Dreadnought it was time to get close and personal. The angry Contemptor Dreadnought looked the Skyclaw pup in the eyes as it aimed its two heavy flamers into its face frying it and all of its pack mates. The Predator tank ignored the big old Land Raider in front of it and instead aimed at the Blood Claws that gone out to make a fight. It unloaded three plasma shots and three Heavy Bolter shots into them killing two of them. The squad in front of them didn't pay any attention to them and instead ran forward and in behind the Land Raider picking up grenades and a melta bomb. they throw everything at it but not making a scratch. The dice gods were not with them. The Assault squad jumped forward also aiming for the Land Raider. But when trying to charge they failed their charge distance. The Warlords unit took aim on the four Terminators and shot a lot of pistol shots and a melta and killing of one of them. Then they charged in and swarmed around the Wolf Guards. But the Storm Shields and Terminator Armor resisted it all. I made amazing amount of successful dice rolls. Then the hammers did their job of cracking skulls and ribs of the enemy. The Warlord and a couple of marines from the Crusader squad were still in for more fighting.

TURN 4 - SPACE WOLVES

The Stormwolf lowered the ramp and the Wulfen charged out of it in fury. And in hovering speed it turned towards the rear of the Predator tank and blew it up. The Razorback and the raging Blood Claws flamed the unit that tried to blow up the Land Rider instead of charging them. The Vindicare Assassin shot a hole through the Dreadnoughts head and putting it out of its misery. The Landspeeder were now on the table edge of the World Eaters side and shot two frag grenades at the back of the Assault squad killing off a few. The Land Raider shot at the Assault Squad but not making them any harm. Then the Wulfen attacked ripping every Crusader marine into pieces of meat. Only the Warlord survived with his Iron Halo saving him. Not even the slow Thunder Hammers did hit him.

TURN 4 - WORLD EATERS

The Assault squad jumped towards their Warlord, thinking about saving him. He yelled at them to help out in the fight. They looked at him and then took a sky leap backwards. They wanted the Land Rider to die!

To the sound of the Warlord dying they carved their Eviscerators into the hull of the old Land Raider but the Dice gods had abandoned Patrik this day.

A Epic Handshake and this battle was over.

SPACE WOLVES scored: First Blood, Slay the Warlord and Line Breaker
WORLD EATERS scored: Slay the Warlord
SPACE WOLVES VICTORY!

CONCLUSION

It was not the battle I was preparing for but I had forces for different tasks and it worked out fine.

I had many lucky dice rolls that in all made a big difference. My Terminators with Shields were beasts in tanking wounds. And I must say that my Landspeeder and Assassin did exactly what I wanted them to do, to stay far away picking of wounds without appearing to be a threat.

That might have been a result of my crazy Drop Pod move in turn one. I admit it was a mistake but it was also a good distraction. Next time I bring a less expensive unit with meltas for the job and NOT stick my Warlord in it.

Patrik played well. He is a hard opponent and often change tactics that you were not expecting. I was also glad that I hold back my Skyclaws and Blood Claws until they could advance and make a difference.

Hope you enjoyed this Battlereport.

- Adam Skarin

Tuesday, August 9, 2016

Firehowlers Army Battle Reports

Reg Saunders took his Firehowlers Space Wolves army to a Games Workshop Warhammer 40,000 day in Australia and did rather well!

Over to Reg to explain how his Firehowlers army plays and why it works so well in a competitive environment:

Having finished 5/24 overall in ANZAC Cup, I took a similar list to a GW event this weekend.

However, noting the way the army played, combined with having that experience in my pocket, I'm hoping to play tactically and have a good result.

Terrain isn't a significant factor for movement for me due to mostly jump packs. Wulfen are great value but need support (generally). This army works best when kept together and moved/charge as one great wolf pack.

Counter charge is very effective for board control and sling shotting units as well.

The fear and howling fury are very good against non fearless units and those without ATSKNF.

Firehowlers 1600pts Army List



Wolf Strike Force

Firehowlers Legendary Greatpack
Wolf Guard Battle Leader, Jump pack, Fangsword of the Ice Wolf
7 Wolf Guard with jump packs, pack leader with claw/shield, 2 with wolf claws.
9 sky claws, flamer
9 sky claws, flamer
9 sky claws, flamer
9 Grey hunters with pack leader, Drop Pod, wolf standard, 2 melta guns, plasma pistol, 5 combat weapons (pack leader with combi melta and melta bombs)
Land Speeder with 2 multi meltas


Wulfen Murderpack
5 Wulfen with pack leader, pair claws and frag launcher, 2 hammer/shield combo and frag launcher, great frost axe

5 Wulfen with pack leader, pair claws and frag launcher, 2 hammer/shield combo and frag launcher, great frost axe


Thoughts:
Wow...my first ever GW event. It was a mixed crowd. I'd say 1/3 of newbie's looking for games, 1/3 hobbyists enjoying there social aspect of competitive gaming and 1/3 power gamers looking for quick easy ways to exploit rules to the best of their ability.

The event used 4 standard missions with additional secondary and tertiary missions that varied (more units in opponents table half, destroy opponent completely, destroy unit in first game turn, destroy unit most valuable in points). It also had sportsmanship (player enjoyment) and player's choice awards.

I had two major victories and two minor losses, resulting in 11th overall from a final field of 23. I did receive the player’s choice award which was fantastic and I am grateful for those that voted for me.

All tables had good coverage of terrain and were GW game boards.


Game 1: Firehowlers VS Necrons

Mission: 3 objectives per turn - I forget the name
Deployment: Dawn of war
Terrain: Orkish table with a lot of line of sight blocking terrain of varying size.

Necron lord with scythe
C'tan
4 x 10 warriors
1 x 5 destroyers
Stalker/walker thing
Annihilation Barge (I think)
Doomsday arc (didn't arrive)

I won roll to setup and elect to go first, he failed to seize.

I setup with Sky claws on left, then wulfen, sky claws, wolf guard, sky claws with WGBL, landspeeder, wulfen on far right. Hunters were drop podding turn one.

Opposite me from my left was warriors, warriors, warriors, warriors with lord, walker, destroyers, barge.

My plan was simple, take the middle ground, then assault his army and roll along from the left flank (his right).


Turn 1 - +3" move and charge from wulfen. Drop pod on left with slight scatter. Everyone move forward and capture a few objectives. Hunters unleashed on necrons on flank followed by an assault by sky claws destroying squad easily.

Necrons move little and fire little. I think I lost 2-3 troops on flank and passed other saves. Speeder was destroyed also.


Turn 2 - move forward and charge with sky claws on flank (grey hunters fired but failed charge due to terrain and pod location), claws in centre charged squad and wolf guard charged lords squad.

Necrons annihilated in combat. Lord and a few warriors remain. Wulfen and claws with WGBL charge destroyers and destroy them.

Necrons shoot and destroy speeder and a few troops, one wulfen also I think (centre squad). Combat resulted in more necrons dropping and the walker charging into the centre melee.

We started turn 3 but ran out of time. I had charged the claws from left flank into the walker to allow lords squad to break in a later turn. The C'tan had failed it's charge against the wulfen and I was prepared to roll for charge - but game over.


Necrons had one objective, keep character alive. I had about 6.

My tactics were sound and worked well against this force. No secondary or tertiary objectives were gained due to time. Unfortunately, this was against a very slow opponent so I am glad I hit hard and fast to start with.


Game 2: Firehowlers VS Sisters of Battle

Mission: The Scouring
Deployment: Hammer and anvil
Terrain: Generic ruins up to 4 levels high. Objectives were reasonably even with 2/2/2.

Saint Celestine
Command squad? with melta and flamers (various) jump packs
2 x FA squads with Immolator (twin multi melta) and melta in squad
2 x Troops with heavy flamer and melta (immolator with twin multi melta)
2 x Heavy support 4 x melta and immolator (twin multi melta)
3 Penitent Engines
Imperial knight with Melta cannon

I won the deployment roll and setup using cover. Speeder on flank, Wulfen on left, claws, claws, claws/commander, wulfen, wolf guard. Sisters setup central and surround knight. Fairly even with Saint and squad on my right behind a building.

Revealing OBJ value put me in advantageous position with a 2 and 4 in my deployment zone and a 3 nearby, with a 1 and 3 in opponent’s zone and the remaining 2 in centre.


Turn 1 - I dropped the pod onto the 4 and held the hunters nearby (I won't mention these units again as the pod sat and held the objective all game and the hunters scrambled for the 3 one turn too late. Neither unit was shot or involved in combat at anytime). My speeder moved up my left flank and took two poorly aimed shots at the Penitent Engines. The other units moved forward and hid behind or inside terrain in preparation of the melta barrage.

Opponent shuffled around and moved forward in the centre. The Penitent Engines and knight moved to my left and one vehicle moved right. Shooting killed one or two marines. I opted for cover and went to ground with wolf guard to avoid the knight’s blast.


Turn 2 - With +3" move/charge I jumped all claws forward and the wulfen loped forward as well. The wulfen ran but failed their charges, even with rerolls. The claws destroyed 3 immolators and stood in a tightly packed formation in the centre of the board (2 squads) and the other on the right flank.

The Penitent Engines flamed the claws in the centre and all died. One wulfen died to the knight and on the flank, a few claws were killed from the command squad resulting in them breaking. Several wulfen on the right died to melta shots. The saint charged the claws and the wulfen counter charged, killing the saint and the entire squad single handed after the saint failed to wound. (She got up next turn).

Turn 3 - The Wulfen central, charged the Penitent Engines and destroyed all in one round. On my right, the wulfen and commander charged the disembarked squad from wrecked vehicle and claws charged another disembarked squad. Both combats were short one sided affairs.

Sisters shot claws with melta and killed all but 2. Commander was safe but wulfen died also. Wulfen in centre was shot by knight then charged, resulting in one dead and 2 hull points taken from knight.

Turn 4 - Wolf guard had gone to ground again due to melta from knight so commander leapt at another squad, killing them and claws failed charge. Wulfen lost another but stripped another 2 HP from knight.

Saint fired at wolf guard and charged them killing 2. Commander and claws died from shooting.

Knight lost 1 HP.


Turn 5 - Final turn. Wulfen and knight tied. Saint broke from combat with hit and run going for objective.

Saint jumped onto objective (3) and one squad of sisters held another (1). Knight killed wulfen and wulfen destroyed knight with death frenzy. Explosion scattered but failed to impact any units.

End Game resulted in Sisters winning by 2. This was the best game of the day for me. I'd played this guy at ANZAC Cup and he'd changed up his army, so we're 1-1.


Game 3: Firehowlers VS Blood Angels

Mission: Vanguard
Deployment: Escalation
Terrain: Lots of ruins

Blood Angels:
Termie captain
Librarian
5 termies
5 death company
tactical squad (combat squad)
Death Company Dreadnought
Storm Raven
5 Sanguinary Guard
Drop pod

I had the Initiative and he failed to seize. I lined up along my edge from left, claws, wolf guard, wulfen, speeder, claws/commander, wulfen, claws.

He deployed his tactical squad/s on my left next to some ruins and his death coy central behind ruins.

His commander was between the two. The raven had the libby, termies and dread. The sang guard were using the pod.


Turn 1 - Pod landed between tac squads and proceeded to kill 4 marines. Claws on the left jumped forward and ran just behind hunters. Speeder moved central and killed on tac trooper. Everyone else jumped forward toward death company, then ran a bit further.

Sang guard dropped in my rear and fired at rear wulfen killing one. Death Company jumped toward his own commander. Tac marines moved back and fired at hunters.

Turn 2 - Wulfen turned around and killed sang guard. Claws and hunters moved forward killing tac troops easily. Only one charge reached the death company but still killed 4/5.

Flier arrived (with reroll) and shot up some claws. Termie capt ran for cover, but really just put himself in the centre of my whole army. Death Coy died. Speeder blew up from flier (POTMS).


Turn 3 - Everyone moved around commander or grabbed objectives. Commander died to gunfire.

Wulfen destroyed pod.

Flier flew and shot some wulfen.


Turn 4 - Everyone moved around commander or grabbed objectives.

Flier hovers, dread charges claws with commander and termies/libby charge wulfen. All termies die, libby survives, all wulfen (in that combat die) with one remaining elsewhere.


Turn 5 - Destroy Dread, assault raven leaving it on one HP, wulfen charges libby but fails.

Raven flies off board....libby assaults wulfen and dies.

Game over. 13-0 - Total annihilation. Extra VPs for secondary and tertiary.


CONCLUSION


The Firehowlers Great Pack backed up by the Wulfen Murder Pack for that much needed movement boost is a fast and furious force to be reckoned with - especially if they get the first turn.

However, because the army mostly consists of power armoured bodies, they do suffer against armies tailored to take on Space Marines.

They are also somewhat predictable, due to the lack of long ranged (or any real) firepower.

Not much will be able to stand up to this rapidly advancing wall of Wolves. Especially when Counter-Charge ensures that other units will quickly pile into close combat. Meanwhile the Wulfen make this special rule even more effective thanks to their bubble of movement boosts to an already very fast army.

So if you fancy fielding a different kind of infantry heavy force, why not give the Firehowlers a go?

Your opponent probably won't be able to cope with the sheer volume of Space Wolves speeding across the board, towards their lines.


Monday, July 18, 2016

Space Wolves Warlord Traits

Here's a break down of the Warlord Traits available to Space Wolves, including which ones to choose when and why.

This includes the Warlord Trait Tables from Codex Space Wolves, Champions of Fenris, the Warhammer 40K rulebook and the Escalation supplement.

After all, which table you may choose to roll on will greatly depend on the HQ choice you have chosen to be your Warlord.

It's natural to assume that your Warlord will be a Wolf Guard Battle Leader on a Thunderwolf, as this is the most points effective HQ choice.

But I appreciate that this may not always be the case. Some players prefer a Rune Priest, Wolf Priest, Iron Priest or characterful Wolf Lord in Terminator Armour to lead their forces.

So I've considered these for each Warlord Traits Table to advise on which would be best for which Characters.

Space Wolves Warlord Traits

D6 Warlord Trait

1. Saga of the Warrior Born:
When fighting in a challenge, the Warlord re-rolls all failed To Hit rolls.

2. Saga of the Wolfkin:
The Warlord, and all friendly units with the Space Wolves Faction consisting entirely of models with either the Beasts or Cavalry unit type, have the Stubborn special rule. In addition, if a friendly unit with the Space Wolves Faction is within 12" of the Warlord at the start of the Assault phase, all models with either the Beasts or Cavalry unit type in that unit have the Furious Charge special rule until the end of the phase.

3. Saga of the Beastslayer:
The Warlord has the Monster Hunter special rule.

4. Saga of the Bear:
The Warlord, and his unit, have the Feel No Pain (6+) special rule.

5. Saga of the Hunter:
The Warlord has the Outflank and Stealth special rules.

6. Saga of Majesty:
The Warlord, and all friendly units with the Space Wolves Faction within 12" of him, must re-roll failed Morale checks and Pinning tests.


Thoughts:
All of these are massively beneficial for a Space Wolves Character riding a Thunderwolf and leading a pack of Thunderwolf Cavalry.

If your Warlord isn't a Character riding a Thunderwolf, then Saga of the Beastslayer is great for a Rune Priest casting long ranged Psychic Powers. But you'd have to be lucky enough to roll it and lucky enough to roll some good Psychic Powers or part of a Wyrdstorm Brotherhood formation.

Saga of the Bear is a nice to have. But you really need your Warlord to be leading a unit that's designed to take a beating to make the most of it. Like Thunderwolf Cavalry or Wolf Guard Terminators with Storm Shields.

But once again, you need some luck to roll this.

Often, the wisest strategy is to look at a Warlord Traits chart as a whole and then choose a Warlord who would be most likely to benefit from most, if not all of the results available.


Champions of Fenris Warlord Traits

D6 Warlord Trait

1. Fire in the Blood:
The Warlord can re-roll a single failed saving throw every turn.

2. Thread-cutter:
When fighting in a challenge, the Warlord re-rolls all failed To Wound rolls.

3. Gatekeeper:
Nominate one weapon carried by your Warlord. That weapon has the Master-crafted special rule. Note, however, that this cannot be applied to any Relics of the Great Wolf.

4. Blessing of the Wolf:
The Warlord and any unit he joins during deployment have the Outflank special rule.

5. Thane to the King:
The Warlord has the Fearless special rule.

6. Deeds Beyond Counting:
The Warlord has the Preferred Enemy special rule.


Thoughts:
These are very similar to the Space Wolves Warlord Traits. In some instances they're not as good, in others they may be better. Either way, they are far more blunt and direct, but can be improved by taking the right weapons and wargear for your Warlord.

Fire in the Blood is brilliant, as it allows you to re-roll a failed saving throw. Make sure you have Runic Armour for a 2+ save and a Storm Shield for a 3+ Invulnerable save. To make the most of this, your Warlord need to be in the thick of it, taking a beating. So Thunderwolf Cavalry of Wolf Guard Terminators should be his retinue.

Thread Cutter, allowing you to re-roll to Wound is amazing if you buy your Warlord the Fellclaw's Teeth Relic. Then he will be re-rolling to hit and re-roll to wound!

Gatekeeper is also great, but only if you didn't give your Warlord a Relic weapon. Krakenbone Sword is a very tempting choice for a Wolf Guard Battle Leader or Wolf Lord. But you may want to give them a Thunder Hammer (or Chainfist if in Terminator Armour) if you're holding out for this Warlord Trait. Otherwise it's a waste.

Blessing of the Wolf is a bit 'meh'. Thane to the King is great. Deeds Beyond Counting is awesome too, but can be rather redundant if you bought your Warlord the Fellclaw's Teeth Relic - which you're likely to buy to ensure that things go your way, whether you have a close combat Character or a Rune Priest casting Psychic Powers.

Once again, a Warlord riding a Thunderwolf benefits from all of these. Rune Priest and Wolf Priests benefit from a few.

So it would make more sense for Rune Priests and Wolf Priests to roll on the standard Warhammer 40K Warlord Traits, unless there's a particular trait that you really really want and you're feeling lucky!

Remember that a Warlord in a Combined Arms Detachment or Company of the Great Wolf Detachment can re-roll their Warlord Trait result.


Escalation Warlord Traits


If one player has a Super Heavy or Gargantuan Creature Lord of War unit and the other does not, the player without can roll on the Escalation Warlord Traits Table and gains +1 to Seize the Initiative.

Considering that Space Wolves are unlikely to take a Lord of War in their army, Escalation Warlord Traits have a certain appeal if you're facing down a Stormsurge, Warith Knight or some Imperial Knights.


D6 Result

1. Maximise Firepower:
While your Warlord is alive, his ranged weapons and those of his unit, have the Twin-Linked special rule when shooting at a Lords of War unit.

2. Super Heavy Hunter:
Your Warlord has the Preferred Enemy (Lords of War) special rule.

3. Slayer of Giants:
While in close combat with a Lords of War unit, your Warlord's attacks gain the Armourbane and Fleshbane special rules.

4. Uncanny Defence:
Any rolls made on the Destroyer Weapon Attack Table, the Thunderblitz Table or the Stomp Table against your Warlord and/or the unit he is with suffer a -1 modifier to a minimum of 1.

5. Kill Mission:
While your Warlord is alive, units in your army arriving from Reserves using the Deep Strike special rule will not scatter if they are placed within 6" of an enemy Lords of War unit.

6. Perfect Volley:
Once us only. Declare your Warlord is using this ability at the start of that Shooting Phaase.
For the duration of that Shooting Phase, any ranged attacks made by your Warlord and.or the unit he is with that target an enemy Lords of War unit have the Rending Special rule and are considered to be AP1.


Thoughts
Maximise Firepower isn't anything to write home about when Space Wolves do not have units with particularly impressive firepower.

Super Heavy Hunter isn't as good as other Space Wolves Warlord Traits which are similar.

Slayer of Giants is only effective for Warlords in close combat with a Lord of War. If your Warlord is doing this, he should have a Thunder Hammer anyway. So giving him Armourbane and Fleshbane isn't an important boost to his attacks.

Uncanny Defence is good for a pack of Thunderwolves who are very likely to take a Destroyer Weapon blast, Thunderblitz or get Stomped. Removing the 'remove all your models' 6 result on these charts is incredibly important.

Kill Mission is cool if you have Drop Pod full of Wolf Guard with Combi-Weapons, Wolf Guard Terminators or even Wulfen who will make a mess of that Super Heavy or Gargantuan. It's even more awesome if you're fielding a Drop Pod army. Or even better - a Blackmane's Great Company Formation used to build a Turn 1 Drop Pod army!

However, the issue with this table is that you need most of the results to be good for your Warlord or army. You really want results 5 or 6, but the odds of rolling them are too much of a gamble.

Although I would consider rolling on this chart if your have a Blackmane's Great Company Drop Pod army, because this force does struggle to deal with Super Heavies and most of these would benefit a Wolf Guard Battle Leader in Terminator Armour with a Storm Shield and a Chainfist.


Warhammer 40K Warlord Traits


While it's very east to roll on your Warlord Traits from the Space Wolves Codex or Champions of Fenris supplement, sometimes the regular Warhammer 40K Warlord Traits can give you a more strategic edge.


Tactical Warlord Traits


D6 Result

1. Tactical Genius:
While your Warlord is alive, you can discard up to 2 active objective cards instead of only 1.

2. Master of Interference:
One use only at the start of your turn. Your opponent must randomly discard 1 Objective CARD.

3. Well Prepared:
Generate one additional Tactical Objective on your first turn.

4. Forward Planning
After generating Tactical Objectives in your first turn, you may choose to use this Warlord Trait. Discard all your active Tactical Objectives and generate a new Tactical Objective for each one discarded.

5. Master of Fate
While your Warlord is alive, you can re-roll the dice for random numbers of Victory Points generated by Tactical Objectives.

6. Lead by example
If your Warlord and his unit claim any "Secure Tactical Objective X" cards, you gain +1 Victory Point.


Thoughts
Do you suck when it comes to Tactical Objectives?

Or maybe you're just very unlucky with your draws?

Then this Warlord Traits chart is definitely for you.

I know I'm going to start rolling on it the way my games have been going lately.

Just make sure you choose a Warlord who isn't likely to get killed before you can use any of these.


Command Warlord Traits


D6 Result

1. Inspiring Presence:
Friendly units within 12" use your Warlord's Leadership.

2. Intimidating Presence:
Enemy units within 12" use their lowest Leadership Value.

3. The Dust of a Thousand Worlds
Your Warlord and all friendly units within 12" have Move Through Cover.

4. Master of the Vanguard:
Your Warlord and all friendly units within 12" add +1 to their Run and Charge moves.

5. Target Priority:
Your Warlord and all friendly units within 12" re-roll to hit rolls of 1 when Shooting.

6. Coordinated Assault:
Your Warlord and all friendly units within 12" re-roll to hit rolls of 1 in Close Combat.


Thoughts
Basically, your Warlord and 'friendly' units within 12" gets a skill.

I'm liking this for Space Wolves armies with many units which are likely to be huddled together and/or moving around in a large mass.

A Blackmane Great Pack Drop Pod army springs to mind, where you could easily roll on this chart for a Rune Priest or Wolf Priest as your Warlord without having to resort to the typical Wolf Guard Battle Leader.

Obviously, a Wolf Guard Battle Leader on a Thunderwolf would benefit from this table too.


Personal Warlord Traits


D6 Result

1. Master of Defence:
Your Warlord has Counter-Attack.

2. Master of Offense:
Your Warlord has Furious Charge.

3. Master of Maneuver:
Your Warlord has Outflank.

4. Legendary Fighter:
Gain 1 Victor Point for each enemy Character slain by your Warlord in a Challenge.

5. Tenacity:
Your Warlord has Feel No Pain.

6. Immovable Object:
Your Warlord has Fearless and It Will Not Die.


Thoughts
Don't bother rolling on this and roll on the Space Wolves or Champions of Fenris Warlord Traits instead.

They are much better.


Strategic Warlord Traits


D6 Result

1. Conqueror of Cities:
Your units have Move Through Cover and Stealth in Ruins.

2. Night Attacker:
You can choose to use the Night Fighting rules on Turn 1.
All models in your army have the Night Vision special rule.

3. Master of Ambush:
Your Warlord and 3 non-vehicle units have the Infiltrate special rule.

4. Strategic Genius:
+1 to your Seize The Initiative roll.
Re-roll reserve rolls while your Warlord is alive.

5. Divide to Conquer:
While your Warlord is alive, your opponent has a -1 modifier to their Reserve rolls.

6. Princeps of Deceit:
At the start of your opponent's first turn, choose 3 of his units. Each of these must take a Pinning test.


Thoughts
This is an excellent Warlord Traits table that you can give to any HQ choice.

Thankfully, this is because your Warlord doesn't need to be in close combat or close proximity to benefit from any of these.

However, some of these are situational and require you to have a unit in Reserve, being able to benefit from Infiltrating units or that the board has a substantial number of ruins.

But for most Space Wolves armies, this isn't an issue.

I'm thinking of Tristan Whitehead's Space Wolves army in particular, which would benefit perfectly from this warlord table.


CONCLUSION

I feel we often overlook warlord traits for our armies when there are so many other components to Warhammer 40K for us to take into account.

It's also very easy for us to simply roll on the Space Wolves warlord traits and go smash face with a Wolf Guard Battle Leader on a Thunderwolf!

But there are so many better options available to you if you select the right warlord traits table for your army composition. Especially if you have an HQ choice that you do not want to perish in the midst of close combat.

Personally, having had so many issues with Maelstrom missions and unlucky card draws, I'm finding the Tactical Warlord Traits highly appealing.

Which Warlord Traits do you prefer to take?

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