Howdy all, long time lurker first post, I finally got my younger brother (16) to put his pieces together and paint a few to play a game, I have been "playing" for 2 years but havent been able to find a local group I was comfortable playing with (all my close friends are too lazy or poor to get their gak together). So we tabled a quick 1000 points on a medium sized table, figure I would give a quick report and see if I can get any tips or tricks for the both of us.
Before we get far in, we tossed the deployment requirements out the window, at his suggestion so yeah it does not follow the force deployment chart.
Space Wolves 970 pts
HQ Termie Rune Priest Storm bolter Force weapon
Living Lightning
Jaws of the Wolf Lord
HQ Wolf Priest Runic armor, Power weapon, Storm bolter Saga of the Hunter
5x Blood claws 1 power weapon, 1 plasma gun, 1 plasma pistol
9x Sky claws 1 flamer, 1 power fist, 1 power weapon, 1 plasma pistol
4 Long fangs 2 Heavy Bolters, 1 Melta (seargent with wolf standard) 1 Rocket
5x Scouts with Snipers
5x Scouts Bolters I
MOTW
Lone Wolf, Wolf Claws, Storm Shield
1 Drop pod deathwind Launcher
kinda a shooty army with a few heavy assault units to be dropped in behind the front lines.
Black Templars (Bear with me, I am at work and not 100% on his full builds) 930pts
HQ Space marine Commander power sword, bolt pistol
Emperor's Champion Power sword bolt pistol
5x Terminators 1 Assault cannon, storm bolters and power fists
10x neophytes plasma,bolters and a power weapon for the captain
10x neophytes plasma cannon bolters
Venerable Dreadnaught twin linked las and a power fist
Rhino (which he borrowed from me) storm bolter, extra armor
Turn 1
SW: Deployed into cover had scouts with snipers in a building with long fangs on the roof of the one next to them, scouts failed their infiltration roll and deployed from my end of the table behind the buildings, the Termie behind the long fangs building and the Lone Wolf at maximum deployment range about to rush in.
Templars: All but the termies deployed most of them in the Rhino all behind cover, the champion pushing into one of his buildings. the plasma cannon unit in the rhino and the other unit pushing on the same side as the lone wolf.
Templars: He got the first turn and moved up turning the rhino to face its side to me and diembark the units using it as cover between two buildings (smart bugger) really wasnt in range other than a stray las cannon shot that missed the long fangs.
SW: I moved the rune priest up and put him behind a corner ready to strike next turn, same with my second batch of scouts. The lone wolf pushed up 9 inches (gakky run roll) to try and outflank the units and hit em hard the sniper scouts able to draw one line of sight to the noggin of the plasma cannon marine (lucky day!) shot, and pinged off the armor. the long fangs trying their luck with the heavy bolters and rocket. The bolters hit but no wounds and the rocket veered off and scattered onto the dreadnaught but no wound after that.
Turn 2
Templars:
He deep struck his termies trying to get them within a few inches of my rune priest wanting to remove him asap, scattered back 6 inches and still managed to fire his snap shots. hit three times two wounds, I managed to roll one good armor save, so I was already down a wound on him. his champion rushed into cover right under my sniper scouts and ended his movement there, the neophytes near the lone wolf charged (poor fools) and two managed to lock in combat with him (the captain and seargent) the lone wolf survived the first barage and even returned a few wounds back with the wolf claws and storm sheild cover. the dreadnaught moved up again and missed with the las cannon both times.
SW: again the wolf scouts moved up trying to get a jump on the champion but still couldnt see him,
the Skyclaws deep struck in behind his neophytes hiding with the rhino and next to the dreadnaught, snap shotting with the flamer and bolt pistols with no wounds landing.
The Long fangs fired at the rhino group again with no wounds again,
The snipers managed to hit a precsion shot and kill the plasma cannon marine and cause the unit to go to ground.
the lone wolf struck now, managing to wound and kill the templar
HQ and survive one more turn.
the Rune priest sensing near doom used jaws of the wolf lord and landed it perfectly removing the termie squad from play (what a lucky roll)
Turn 3
Templars:
the dreadnaught charged and attacked the skyclaw seargent (power fist) and managed to base with the thunder hammer skyclaw as well) who retaliated and scored a weapon destroyed counter attack, rolling a d2 the power weapon was destroyed (so lucky) he still struck and managed to chest bump my seargent with no wound resulting.
The cowering neophyte squad took snap shots at the skyclaws and missed the rhino sitting as cover still
The other neophytes charged the lone wolf one last time, who managed to deal out all three wounds to the squad before being killed himself (-1 kill point for the templars)
his champion now, bursting from cover and cleaving into the wolf scouts on the ground killing off two. (they passed the morale check and held their ground)
SW: the Skyclaws skipped shooting to abuse their rules and charged into an assault with the dreadnaught landing a ton of hits and immobalizing the vehicle (-2/3 of his hull points)
the long fangs ripped into the other neophyte squad all of them firing, the heavy bolters landing two wounds, the melta tearing their seargent apart and the missle scattering off the table.
The scouts with snipers trying to ping a lucky shot into the dreadnaught all of them hitting, none of them doing anything.
The ground scouts firing into the champion with no results to be seen
My drop pod Struck perfectly 9 inches behind the champion, the blood claws and wolf priest popping out and shooting snap shots at his back, landing one wound with the plasma pistol.
the termie priest running to engage the rhino
Recap before turn 4
Templars: total kill points +4
with the
HQ dead, the dreadnaught immobile for a turn, and terminators being devoured by my psyker, his neophytes behind rhino cover able to fire normally and his champion between my scouts and blood claws
Space Wolves: total Kill points +9
The scout snipers firing with no luck into the heavy armor and hidden units
my long fangs not landing as many hits as they should be
the termie priest running towards the enemy with the taste of glory on his lips
the regular scouts looking in the face of the emperor's champion staunchly defending their ground
blood claws having just hit the ground firing into the flank of the champion
sky claws ripped the dreadnaught apart turning their attention to the neophytes now
Turn 4:
Templars:
His torn up neophyte squad takes off retreating back to support the walker and the other infantry squads
the walker sitting idly waiting out the turn so he can shoot again,
the covered neophytes shooting into the skyclaw pack wounding another two (flamer and dual chain sword)
his champion rushing in to kill another two scouts
SW: Using the jump pack to assault the skyclaws rush into close combat with his neophytes landing the special hits with one kill, the power fist and thunder hammer cleaving through troops and whittling the squad away to one unit quickly
the rune priest rushed again now towards the flank to help the long fangs
Long fangs giving chase after his retreating neophytes
the blood claws firing again and killing the champion (plasma pistol
FTW) scout snipers ditching their building cover to run to the next building and take position
Turn 5
Templars:
Having passed his morale check his one neophyte against the rhino charged the skyclaws only to be cut down quickly,
the dreadnaught firing his las cannon and finally hitting killed the power fist seargent the last two neophytes fell back to the dreadnaught and took cover behind a small wall
SW: the long fangs close in again coming into range with the melta blowing the dreadnaught apart finally, resulting in no explosion, his neophytes gaining a slightly better cover bonus now, the sky claws thunder hammered their way through the rhino which did explode but rolled a 1 so no dead space pups. the scout snipers now in a better building all shot into the neophytes landing 3 of five shots and only one wound. which was soon fixed by the terminator rune priest who landed a lucky shot with his storm bolter ending the game in a late 5th turn.
Tips tricks, comments? anything helps and he and I will be posting more reports with pictures once we get more units painted and more terrain built up