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Made in us
Fireknife Shas'el





Reedsburg, WI

Thought I would share a recent battle report that involved SW vs. Daemons in an 1850 Match up. This is actually my second battle with the new wolf codex. My first battle went horribly with my opponent, who spanked me one handed with his Necrons.

Deployment: Pitched Battle

Mission: Capture and Control

Board:
Terrain comprised of 11 pieces, 3 of which was placed along either board edge roughly 10” in and 5 pieces which were placed along the middle of the board. For what was to be my board edge, there were two rock gardens (4+ area terrain) on either corner and a small but very high hill (5+ cover) in the center. On the opposing edge was a longer, high hill in the left corner, a rock garden in the center and a rock garden in the right corner. In the very center of the board was a large piece that comprised two towers with a mound of rubble in-between (4+ cover). 8+” to the left of the towers was a building (4+ cover on the roof), whereas 8+” to the right of the 2 towers was another rock garden. To the left of the building and along the short edge was 2 small rock gardens.

Wyomingfox’s SW Army:

Wolf Lord: Thunder Wolf Mount, WC, SS, SotBS
Canis
Rune Priest: LL, JotWW

Grey Hunters A(10 men): 2 MG, MotW, Rhino w/ DB
Grey Hunters B(10 men): 2 MG, MotW, Rhino w/ DB
Grey Hunters C(7 men): 1 PG, MotW, Rhino w/ DB
Fenrisian Wolves (10 wolves)

TWC (3 men): PF, SS
TWC (3 men): PF, SS

Long Fangs (6 men): 5 ML
Long Fangs (6 men): 5 ML

Daemon Army: (I can’t remember all the details)

Primary Half:
Masque
Bloodcrushers (4 men): Fury, Icon, Instrument
Pink Horrors (10? Men): Changeling, Bolt
Plaguebearers (6 men)
Soul Grinder (Basic)
Soul Grinder (Basic)
Screamers of Tzeentch (4 men)

Secondary Half:
Herald of Tzeentch: Master of Sorcery, Chariot, Bolt
Great Unclean One: Cloud of Flies, ?
Flamers (3 men)
Bloodcrushers (4 men): Fury, Icon, Instrument
Daemonettes (14 men)
Plaguebearers (5 men)
Soul Grinder (Basic)

Deployment:
I win the roll off and elect to go first. While I effectively lost a turn of shooting against his daemons and would lose the “last turn rush to grab objectives”, I would be able to advance to the center of the board unhindered prior to the daemons raining down. Since this was my second time playing Daemons, I honestly wasn’t sure if this was a good idea. I place my objective in the right hand corner 10” or so away from my LF. My opponent places his in the opposite corner.

One Long Fang Squad sets up on the hill and the second sets up in the rock garden to my left. They are set up in such a way so that each can cover the others blind spot. The wolves set up 12” in and center. WL joins a TWC unit and is deployed to the left of the wolves. Canis joins the other TWC and is deployed to the right of the wolves. GH Squad A are deployed in a rhino to the right of Canis. RP joins the GH squad C and is deployed in Rhino to the left of WL. GH squad B is deployed in Rhino to the left of the RP Rhino.

Daemons are in reserve

Turn 1: Daemons elect not to steal initiative.

SW: The wolves advance up the center and up onto the rubble heap between the towers. The two rhinos on the left side advance up the gap between building (on the left) and the towers, spinning to form a wall. RP rhino pops smoke. WL and his TWC move into the semi protective pocket formed by the building on the left, the rhinos in front, and the tower on the right. The rhino on my right side advances along the right side of the tower and spins to form wall. Canis and his TWC move up behind the rhino.

Daemons: My opponent rolls and gets his secondary half. He decides to flank me on my left and proceeds to roll hit after hit with only one bad scatter. Soul Grinder scatters a few inches, landing on the left side of the building (opposite of my rhinos and TWC). Daemonettes drop to the left of the Soul Grinder and 16” or so in front of my LF. Plaguebearers drop 8” to the left of my LF. Flamers drop behind my WL and TWC. Herald tries to drop next to the Daemonettes, but scatters up the board. Blood Crushers scatter in front of my rhino wall. Great Unclean one tries to land next to my objective in the right hand corner but scatters 11” up the board and to the right landing him in the rock garden and taking a wound. In the shooting phase, SG and Herald shoot into my LF, killing a ML. Flamers light up the WL and TWC, putting a wound on each of the naked and PF TW (SS makes the save ). My opponent then proceeds to roll high on all his run checks…except for one. Daemonettes fan out. Plague Bearers advance within a few inches of my LF on the left. Blood Crushers move closer to my rhino wall. Great Unclean one stumbles over himself .

Turn 2:
SW: Well, I ignore the Great Unclean One on the right side of the board and focus on countering his flank move. The Rhino on the right side of the board moves up and around the towers, disembarking a GH squad A within 12” of the Blood Crushers. Canis and TWC follow closely behind. Wolves move off the ruble and down towards the Flamers. On the left side of the board, the WL and TWC separate with the TWC moving down and left towards the Plaguebearers, while the WL maneuvered up the board towards the Blood Crushers. This frees up room for GH squad B’s rhino to maneuver down And around the building where the squad disembarks just below the SG. The RP Rhino follows suit and the RP and his GH squad disembarks directly to the left of the Deamonettes and below Squad B. In the shooting phase GH squad B fires their 2 MG into the SG, scoring an immobilized result. The LF squad on the right and GH squad C fire into the daemonettes, killing 6, while the RP casts JotWW running the line so that it also touches the Herald (my best bet at killing this 5 wound fire base in an expedient fashion…also, I was under the impression that his init was 3…not 4). My opponent proceeds to make the Herald’s init test with gusto. BTW, one of the LF blasts scattered onto my tightly packed GH squad B, killing three (My ability to make armor saves this round sucked!). The LF in the rock garden on the left fire at the advancing Plague bearers, killing 1. GH Squad A fires into the Blood crushers, causing 2 wounds. Wolves, both TWC units, and WL fleet towards their respective prey. In the assault phase, the wolves charge into the flamers, wiping the unit out before the flamers can retaliate; they consolidate towards the center of the board (I have a nasty feeling that Norbu is going to Flank me on the right). WL and Canis’s TWC unit both assault the Blood Crushers. The combined units manage to wipeout the Blood Crushers taking only one wound on the naked TWC model in the process (SS comes through again). They consolidate towards the center. The second TWC unit in the lower left corner assaults the plague bearers, killing 1. Units stay locked.

Daemons: 2 Soul Grinders, Screamers and Pink Horrors show up to the party. 1 SG drops by his objective in the upper left corner. The rest of his reserves flanks me on my right which is currently held only by my lone LF squad on the hill. 1 SG drops between my objective and my LF on the hill in the lower right corner. Horrors scatter roughly 6” right of the towers and up from the SG. Screamers scatter near the upper right hand corner of the board and 10” from GH Squad A. Greater Unclean One moves towards the center. On the left side of the board, his daemonettes move towards my RP and GH squad C. Herald moves into nearby terrain. His shooting phase starts with the immobilized SG and the Herald firing into GH squad B and wiping them down to a single MG bearing GH who proceeds to fall back towards the RP. Daemonettes fleet within 2” of the Rune Priest and GH Squad C. SG near his objective fires into GH Squad A to no avail. SG in the lower right corner fires into the nearby LF on the hill killing 3 ML. Horrors fire through cover into the wolves near the center, slaying a mere 2. Screamers spread out. In the assault phase deamonettes combi-assault into the lone MG GH from squad B (who makes his morale check) and GH Squad C. 2 Deamonettes are allocated to the RP and low and behold slay him outright with 2 rending attacks. The remaining Daemonettes also get some lucky rends, whittling the GH squad down to two. Daemonettes consolidate towards the GH squads. The MotW accounts for two kills in return and the survivors from the two GH squads successfully run away (My opponent rolled a one to catch them ). TWC and Plague Bearer ends with 2 more dead plague bearers.

Turn 3:
SW: Things aren’t looking too good after my left counter flank fell apart during the Daemons turn. Still, I stay on the offensive. GH Squad A (on foot) and their Rhino march towards the screamers to the right. Wolves advance to the right and around the towers towards the horrors. Canis and his TWC advance to the right towards the Greater Unclean One and are joined by the WL to form the TW Mob. The remnants of GH squads B and C flee from the Daemonettes, stopping an inch from the board edge where they are free to regroup (both my opponent and I end up forgetting about these guys until a few turns later). The two rhinos in the center advance towards the Daemonettes. The depleted LF on the hill to the right combine their fire with the 2 rhinos to devastate the Daemonettes. The second squad of LF on the left, no longer threatened by the daemonettes, fire across the board at the SG near my objective, doing…nada. GH squad A draws their pistols and, along with their rhino, slays 2 screamers. Wolves and the TW mob (Canis, WL, and TWC) fleet towards their respective prey. GH squad A assault and slay the remaining screamers, consolidating towards their rhino. Wolves assault the Horrors, whittling them down to just the changeling, who dies from no retreat wounds. The surviving wolves (one fell in the assault) consolidate into cover. TW mob assault the greater daemon, dealing it 3 wounds. Canis takes a wound...and the GD dies to a no retreat wound (he unfortunately failed his FNP check). They consolidate towards the SG that threatens my objective in the lower right corner. In the lower left corner, the TWC slay the last plague bearer and roll a 1 for consolidation.

Daemons: Masque, 2nd squad of Plague Bearers and the second squad of Blood Crusher decide to visit. My opponent decides to secure his objective and remove any remaining threats on the left flank. The Masque tries to drop on top the building on the left side but scatters in front of my LF squad holding out in the rock garden. The Blood Crushers drop just left of the building. The plague bearers drop 12” left of his objective in the upper left hand corner. The SG near his objective moves to cover the plague bearers. The SG in the lower right corner advances up the board towards my wolves. In the shooting phase, the Masque Pavanes my TWC out of the rock gardens in the lower left hand corner. The Herald fires into the now exposed TWC, but via bad dice rolls, puts but a single wound on the SS (finally failed an inv. save). The immobilized SG fires into my LF squad on the left doing nada. Blood crushers run towards my wounded TWC. SG in the opposite corner fleets up the board towards my wolves. SG assaults my wolves, slaying 3. I fail my leadership check and decide not to re roll (they were within 12” of TWC) as I want to shoot him with my LF. The SG catches the wolves and wipes them out, consolidating back towards the LF on the hill.

Turn 4:
SW: The TWC in the lower left hand corner move towards the Masque. The 2 Rhinos on the left move 6” to the center of the board. The TW mob on the right side of the board moves toward the SG contesting my objective. GH Squad A embarks into their transport and the transport moves down the board towards my objective. In my shooting phase, both squads of LF (6 ML) fire into the SG near my objective, destroying it. Rhinos open fire on the Masque causing one wound. TWC fleets up the board towards the Masque. TW mob fleets left towards the towers at the center. TWC assaults Masque, vanquishing the daemon without taking any wounds. TWC consolidates 3” away from the approaching Blood Crushers in hopes of avoiding an assault.

Daemons: His remaining SG in the upper left hand corner moves to get a clear shot at my LF down the board. The Blood Crushers move towards the TWC on the left. The Plague Bearers move towards his objective. In his shooting phase, the Herald, and the 2 SG fire into the LF squad in the lower left hand corner but fail to score a kill. The Plaguebearers run towards his objective. The Blood Crushers assault the TWC unit and wipe them out, consolidating towards my LF on the left.

Turn 5:
SW: The TW mob reach the towers in the center of the board. GH Squad B’s Rhino moves 12” to contest my opponent’s objective and later pops smoke. GH Squad C’s Rhino moves into the spot vacated by the previous rhino. The Rhino bearing GH Squad A reaches my objective in the lower right corner, and later pops smoke. The GH disembark into the ruin adjacent to my objective. The TW mob fleets into the ruble between the towers. Both LF Squads fire into the Herald, the biggest threat to contesting my objective, putting 3 wounds on the chariot.

Daemons: In the upper left corner, the SG and Plague Bearers move towards the rhino contesting his objective. On the lower left corner, the Chariot moves down the table and to the right past my LF squad in the rock gardens. The Blood Crushers also move towards the LF. The immobilized SG spits at my Rhino contesting his objective but fails to penetrate. The other SG fleets towards the rhino. The Herald shoots at my TW mob in the rubble but fails to cause a wound. Yeah SS! The Plague Bearers run to his objective. The Blood Crushers then assault the LF in the lower left rock garden, slaying them but not before taking a wound in return; go counter attack! The Blood Crushers consolidate towards the TW mob in the center. Meanwhile, the SG assaults the offending rhino but whiffs his to hit rolls. My opponent rolls a 5 to continue the game.

Turn 6:
SW: In the upper left hand corner, my rhino B tank shocks his plague bearers, moving 7” while staying within range of his objective (objective is 1.5” in diameter). The rhino for GH Squad C advances up the board to further contest the objective. Down below, the TW Mob move down off the rubble and advance left towards the Blood Crushers. Heah, I just realize that the 3 remnants from GH Squad B and C are still hanging out near the bottom board edge and are currently 8” left of his Herald. They move right, towards his herald. In the shooting phase, the 3 GH from Squad B and C combine their fire with the remaining LF on the hill to the right, slaying the Herald. TW Mob fleet and then assault the Blood Crushers, slaying them but not before taking a wound on the PF guy (SS makes another save). The Mob then consolidates up the board towards his objective.

Daemons: Near my opponent’s objective, the 2 SG fire into the rhinos but fail to penetrate. The mobile SG assaults one rhino, destroying it. The second rhino is assaulted by the plague bearers, who fail to penetrate. My opponent rolls a 5 to continue the game.

Turn 7:
SW: The TW Mob advances up the board and fleets towards his sole mobile SG. Rhino circles around his objective. LF fire 2 missiles into the mobile SG but fail to pen. The TW Mob assaults the daemon engine. The naked TWC scores a rend and tears off one of the dreadnought CC weapons. The SG fights back, causing 2 wounds, one of which is saved by the SS and the other which vanquishes the brave naked TWC. The PF wielding TWC finally brings the daemon engine down. The TW Mob consolidates 3” away from the objective.

Daemons: At this point, my opponent only has an immobilized SG and a unit of Plaguebearers. Thus, with both the TW Mob and a rhino contesting his objective and with my own objective secured, my opponent finally concedes the game.

SW are victorious but have won with great suffering, having lost 17+ GH, 9 LF, 4 TWC, 10 Wolves, 1 Rhino, and a RP.



Automatically Appended Next Post:
Some thoughts:

  • Going first and having the opportunity to control the center was a huge benefit in countering his flank attacks, as well as allowing me to utilize my entire army against his piece meal force as they DS in.

  • Most of my CC were heavily in my favour

  • 80 point wolves proved great at taking out his weaker shooting units due to being Calvary with Init 5 (SotW) and Strength 4. they eraned more than 2X thier points back

  • 600 points of TW models can put the beat down on a 200 point foe...DUH! . But seriously, combining this unit helped me take out 2 units of Blood Crushers, a GD, and a SG, while minimizing casualties on my end

  • 200 points of TW models will likely get the smacked out of them by a strong CC foe at similar points. Still, they make a nice aggitator unit and roughly made back thier points during the course of the game...more so if you take into effect that they kept the LF, on the left side, in the game well into the later half

  • Once again, the scare factor of my RP caused his unit to get targeted and destroyed early in the game (always the first to die...always the first to die).

  • 15 pt GH can get shredded by 14 pt Deamonettes...genestealers with 3 base attacks and invulnerable saves

  • ML Long Fangs...cheap but annoying for your opponent. Now while somewhat fragile due to low body count, there is usually so many nasty things in a SW army that your opponent is almost obliged to ignore them till later in the game. Oh, and they are cheap so if they do die...oh well
  • This message was edited 3 times. Last update was at 2009/10/20 14:25:12


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