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2012/04/20 07:19:11
Subject: Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt
Pre Heresy Thousand Sons as Space Wolves vs Dark Angels: Deathwing
Lists:
Spoiler:
Pre Heresy Thousand Sons as Space wolves 1500pt
HQ: Ahriman as Njal Stormcaller. 245pt
HQ: Ahriman’s Sorcerer Coven as three Rune Priests, each has runic armor, melta bombs, wolf tooth necklace, chooser of the slain, and living lightning, each has one of the three following psychic powers, murderous hurricane, tempests wrath, or storm caller.
145pt each for 435pt total
Elite: 10 Special Forces as Wolf Scouts, 8 bolters, 1 psychic rifle as meltagun, Squad leader as mark of the wulfen. 175pt
Elite: 10 Special Forces as Wolf Scouts, 8 bolters, 1 psychic rifle as meltagun, squad leader as mark of the wulfen. 175pt
Elite: Company Champion as Lone wolf, frost blade, storm shield, melta bombs, attendant spirit as fenrisian wolf. 90pt
Troop: 10 Battle Brothers as Grey Hunters, two plasma guns, Icon of Magnus as wolf standard, squad leader as mark of the wulfen. 190pt
Troop: 10 Battle Brothers as Grey Hunters, two plasma guns, Icon of Magnus as wolf standard, squad leader as mark of the wulfen. 190pt
Dark Angels: Deathwing 1495
HQ: Belial 130
Troop: x4 TH/SS, x1 Chain Fist Terminators, Apothecary, Cyclone ML 270
Troop: x4 TH/SS, x1 Chain Fist Terminators, Cyclone ML 240
Troop: x5 TH/SS Terminators, Cyclone ML 235
Troop: x5 TH/SS Terminators, Cyclone ML 235
Troop: x5 TH/SS Terminators, Cyclone ML 235
FA: Landspeeder, MM, Typhoon ML 75
FA: Landspeeder, MM, Typhoon TL 75
Game Type and Deployment:
Spoiler:
Capture and Control (1 objective per side)
Dawn of War (night fight turn 1)
All terrain that is not concrete or asphalt is treated as area terrain/ruin (that is almost 50% of the map!). I (Deathwing player) get the first turn and place my objective peculiarly in one of the corners, without really realizing that my opponent has two outflanking units. My opponent (Pre-Heresy Thousand Sons [SW]) places his objective in an equally illogical position in one of the ruins.
Deathwing deployes 2 troop and 1 HQ on the middle bridge. Two terminator units will arrive on turn 1 using the Deathwing Assault, 1 Terminator unit will come from regular reserve (still deepstriking) and the two Landspeeders will fly in on Turn 1 using the Dawn of War deployment. My opponent initially deploys nothing, outflanks his two scout units and has the rest of his army come in on bottom of Turn 1.
Turn 1
Spoiler:
Top of 1. My two terminator units successfully deepstrike in the enemy deployment zone. The two units on the bridge move forward.
All four terminator units then run to form a 21 terminator blob within a stone throw of the enemies objective (the orange marker in front of the green based termies).
The entire Pre-Heresy Thousand Sons (as Space Wolves) force minus the scouts comes in at the corner of the map (closest to furthest back: Lone Wolf, 10 Grey Hunters, 10 Grey Hunters with all 4 psykers).
Every model that is range proceeds to cast living lightning or rapid fire the green based terminator squad and miraculously only 2 of the die! (Note: the Plasma Cannons are proxies for the plasma guns.)
Turn 2
Spoiler:
"Single Column! Single Column!" -Gladiator I decide to move my main terminator force in two columns (forgetting that Njal has cast his power that makes all of my models in 24 inch range of him be in area terrain). The green based terminators move on the platform facing the bulk of the enemy and my reserve terminators safely land on my objective in the left corner (off frame). Speeders move forward to take shots at the enemy power armor.
I decide to be "clever" and run all units toward the enemy. Green based squads glues itself to the staircase wall and brakes line of site to the 5IC+10Tactical Deathstar.
Bottom of 2: One unit of scouts comes in but it rolls a 2 and must come in from the right board edge (they have a special outflank). The lone wolf moves forward but the rest of the enemy force stays still fires at targers/terminators of opportunity, and I end up loosing another terminator from green-based squad!
Turn 3
Spoiler:
Top of 3: Objective holding squad and Speeders move to move aggressive positions.
Njal ends up putting again all my models within 24 inches of him as-if they are in area terrain. Green-based terminator squad has had enough of being shot and moves and runs to the safety of the back lines. All other squads advance.
Belial's squad reaches the lone wolf and after a brief fight consolidates against the wall. Unfortunately, Belial is so tall that I completely fail to pull the no-line-of-sight trick again! Even so, at this point I feel extremely confident as Terminator armies are extremely weak in the movement phase but I have planted 5 Terminators on my objective and no less than 18 Terminators on the enemy objective!
Second scout squad comes from the side of my objective and rapid fires into the terminators (to no effect).
The scout squad on the platform advances and opens up with bolter rapid fire. The rest of the army stays mostly where they were. Due to Belial sticking a good head and shoulders over the staircase wall he and his squad get shot to ribbons!
Turn 4
Spoiler:
I don't want to give the scouts a chance and turn ever single missile launcher that is in range at them (2 speeders + 3 Terminator Squads)
Belial looses his cool and charges forward into the smaller troop choice. Njal, yet again, makes all squads be in area terrain and my squads lag behind significantly.
Belial obliterates the small Grey Hunter squads and consolidates within 1 inch of the main enemy force with the idea of denying them their next movement phase. Off frame, the rear terminator squad makes contact with the outflanking scouts and get locked in combat (although 2 terminators go down in the fight).
Belial and his squad survive (some of his squad anyways) the shooting and psy-attacks but are obliterated in assault (each psyker has a power weapon!). The enemy blob consolidates 1 inch. The scouts on the platform take a few pot shots with no results.
In other news, the rear terminator squads finishes off the outflanking scouts and returns to holding its objective. Its missile launcher will be out of range for the remaining of the game : (
Turn 5
Spoiler:
All Terminator squads move forward and I finally remember that I have missile launchers. I open fire with everything I have (10 frag shots) into the giant enemy blob, buuuuut, it turned out the the psykers are all 2 wound, unique and in 2+ (basically Paladins). Suddenly my eager to assault terminator squad is faced with an enemy that has not been been weakened at the slightest by my missile barrage and they call off the charge!
The terminators that called off the charge are not in a blocking position and the Sons move through the terrain in a bid to re-claim their objective! The scouts move forward and open fire on the remnants of green-based squad, taking down another terminator!
The main enemy force obliterates my stalled terminator squad and consolidates 6 inches directly towards their objective.
Turn 6
Spoiler:
The Terminators holding the enemy objective are left in shock and disbelief! Where there were originally 21 Terminators in a tightly packed formation now there were only 6 with the Son's forces loosing a little over 10 tactical marines! In fashion worthy of their Fearless reputation the main squad of 5 makes way for the last remaining Green-based termy to join the fray. The whole army empties its missile racks into the opponents advancing psyker-death-squad and all forces are thrown in a bid to wipe out the remaining troops which...
...comes close, but not close enough. One Grey Hunter Troop Choise Marine survives, while Njal and the last remaining psyker are both down to wound (from shooting).
The scouts join in the fray and with their combined higher initiative the last remaining Deathwing terminators that were contesting the Son's objective go down!
Bottom of 6: Game Ends!
Tie Game on Objectives: One surviving Grey Hunther holds the 1k Sons objective while 3 Terminators from the rear line hold the Deathwing objective.
Special thanks to my opponent for scheduling and playing a really down to the last die roll game!
- 4000
- 1500 6th ed codex: 2 wins, 1 loss, 0 draws
2012/04/20 15:30:12
Subject: Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt
Well it was as good of a game as it looks on here. Nice pictures, you new camera is having no trouble with game kastle's bad lighting. Sorry for my unpainted thousand sons, now that they are a coherent force that isn't Grey knights I will slow down on the modeling and finish the painting.
Looking forward to the rematch!
1850 12W-2L
1750 ?W-?L (about 50-50)
2012/04/20 16:39:54
Subject: Re:Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt
It makes sense if you want to take a psyker heavy army. That being said, the army list is illegal since you can't have the same wargear for each RP.
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2012/04/21 04:24:03
Subject: Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt
Great battle report! Easy to follow and very enjoyable. I could swear the game was in the bag for the Deathwing, and with a turn more or less it would have been. Well played!
is that Andrew I see in the background?
2,000 6th Ed 1-0-0
2,000
1,750
2012/04/21 04:47:56
Subject: Re:Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt
Your gametable is really awesome but I have to agree with the other people ...Space Wolves?!?!
The table just appeared last month at out gaming store, I still haven't found out who made it but I have to thank them for it! I am going to let my opponent, VorackTheGrim explain his army when he comes online, but basically he is trying to use as many psykers as he can.
Love the table top you guys played on. It looks like alot of fun for a gun-line or Mech armies.
Great battle reporting!
It was ironic that neither army had a single vehicle that could exploit all of those wonderful roads! Thank you very much for the encouraging comments!
Great battle report! Easy to follow and very enjoyable. I could swear the game was in the bag for the Deathwing, and with a turn more or less it would have been. Well played!
is that Andrew I see in the background?
That is indeed Andrew in the background; he was supposed to leave but ended up watching the game. I still can't believe how 21 fearless terminators lost control of the objective! I can't help but feel that I am making some critical error in the way I perceive my army as it is constantly doing something other that what I was expecting it to. On the positive note, dropping a landspeeder and the two whirlwinds from my list for an extra terminator squad seems to be working out for me well!
- 4000
- 1500 6th ed codex: 2 wins, 1 loss, 0 draws
2012/04/21 06:36:35
Subject: Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt
Let me be perfectly honest, Grey knights, basic marines, blood angels, black Templar, chaos space marines, dark angels, and finally space wolfs. This is a list of all the available options for my sons. overall it's pretty s@#$ and all of it tastes bad in some way on the face of it. so instead of griping, giving up and switching to Zeno, I'm going to make a check list of wants and see which codex has what i need.
1. first of all the army must be very magic orientated with lots of cool abilities to choose from. (gk, bm, ba, csm, sw)
2. those abilities must be mostly damage oriented because i have developed a loathing for buffs as it makes your battle plans so dice dependent that it boarders on the ridiculous. (bm, ba, csm, sw)
3. the great crusade was a time of legend and the participants enacted many legendary deeds, i need my basic troopers all the way to my heroes to be able to stick it to the enemies of the emperor without breaking a sweat. (ba, csm, sw)
4. Ahriman was the most powerful sorcerer in an army of sorcerers next to mangus the red, i need Ahriman not to die like a b@#$% when he comes under fire, and to keep on swinging when an enemy hero tests his metal. (gk, ba, sw)
5. the space marine legions and especially the thousand sons were ordered for battle however their commanders saw fit at any point in time. there was no pre established way of waging war so my sons can not abide to fight under the constraints of the codex of guliman in any way (gk, sw)
6. the sorcerers in the thousand sons were not only masters of aggressive magic but were also masters of defensive magic, at a whim they can render the sorceries of their enemies to impotency. (sw)
7. all sorcerers of the thousand sons had familiars of some sort directly or indirectly aiding them in times of need. (csm, sw)
The injustice of the 40k universe knows no bounds!!!! why am i cursed to use the codex of my very nemesis!?
the only space marine book that fits all my needs is the space wolf book, i like every unit in it's pages and had i the money i would play space wolfs like no one has played them before. Using my pre hearsay thousand sons as space wolfs might not be as insane as it sounds. the space wolfs are the only chapter that is still technically a legion and still operates under it's crusade battle doctrine "great deeds means great victory". as far as i can see the entire thing makes more sense than Grey knights or any of the others and that gives me some comfort.
well that's it, i have more reasons ready if you should doubt my decision.
1850 12W-2L
1750 ?W-?L (about 50-50)
2012/04/23 00:54:51
Subject: Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt
GreyTherion, it seems you've added 1000 pts of Dark Angels to your armies in your signature. That must mean its official! But you have a full 1500 now. update
Automatically Appended Next Post: Looks like I need an update too
This message was edited 1 time. Last update was at 2012/04/23 03:06:35
2,000 6th Ed 1-0-0
2,000
1,750
2012/04/23 03:25:50
Subject: Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt
GreyTherion, it seems you've added 1000 pts of Dark Angels to your armies in your signature. That must mean its official! But you have a full 1500 now. update
I have updated my profile to 1500, and I am assuming your Tyranids are going to spit out most of my army to get me to that point value?
I have to admit that I am having some major second thoughts about starting a Deathwing army at this point! Does anyone know what is the Inquisition Henchman list that won the 2012 Adepticon? I am bit curious to find out what % was Grey Knight forces?
This message was edited 2 times. Last update was at 2012/04/23 03:28:15
- 4000
- 1500 6th ed codex: 2 wins, 1 loss, 0 draws
2012/04/23 05:00:55
Subject: Pre Heresy Thousand Sons as Space Wolves vs Deathwing, 1500pt