Report from game with Shaun from Sunday. Taking my Purifiers as not played with them against Space Wolves before. Prior to game I suggested to Shaun to make some minor list changes i.e remove plasma pistol from Wolf Lord and add storm shield and ditch the lascannon from Long Fangs and add a plasma cannon. I'll also be giving him some help, particularly with his Thunderwolves as he's never run beasts before.
Grey Knights 'Purifer Order' - 2,000 points
HQ
Castellan Crowe
Elite
Venerable Dreadnought - 2 x twin-linked autocannon, psybolt ammo & searchlight
Venerable Dreadnought - 2 x twin-linked autocannon, psybolt ammo & searchlight
Troops
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
5 x Purifiers w/ Rhino - 2 x psycannons, nemesis halberd, nemesis daemon hammer - justicar w/ master crafted nemesis daemon hammer
Heavy Support
Dreadnought - 2 x twin-linked autocannon, psybolt & searchlight
Dreadnought - 2 x twin-linked autocannon, psybolt & searchlight
Space Wolves - 2,000 points
HQ
Wolf Lord - power fist, storm shield, wolftooth necklace, thunderwolf mount, 2 x fenrisian wolves & saga of the warrior born
Rune Priest - living lightning, jaws of the world wolf & chooser of the slain
Elite
5 x Scouts - meltagun & melta bombs
Troops
10 x Grey Hunters w/ Rhino - 2 x meltaguns & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x meltaguns & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x flamers & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x plasma guns & mark of the wulfren
Fast Attack
Land Speeder - typhoon missile launcher
4 x Thunderwolf Cavalry - 2 x storm shields & power fist
Heavy Support
5 x Long Fangs - 2 x missile launchers & 2 x plasma cannons
5 x Long Fangs - 2 x missile launchers & 2 x plasma cannons
Pre-Game Analysis
I think this is going to be a interesting game. Shaun has got some decent fire power to tackle my Rhinos and Dreadnoughts plus plasma cannons to melta through my power armour along with Thunderwolves to rip gak up.
I've never played against Thunderwolves before, so this would be interesting. I know they can reach assault quickly as they as beasts (which I am familiar with) and have a bucket load of rending attacks. I think force weapons or hammerhand nemesis hammers are the way forward here.
The rest of the Wolves I should be able to deal with, though those large squads of Grey Hunters will be tough, as even if I charge them there's a chance they could get counter attack. I'll have to tag team them and send two units of Purifiers onto them.
Game: Seize Ground + Pitched Battle
Deployment
Originally we did roll for dawn of war, then Shaun clocked on about issues for his Long Fangs. Re-rolled and got pitched battle

.
I can't remember who won the roll off (I think it me), though I went second, now second is great for me as it gives me that last turn to grab objectives and also Shaun will roll into my shooting range while I stay static.
Shaun deploys first and I advise him to put the Thunderwolves behind his four Rhinos so I cannot draw
LOS, he does this. He puts both his Long Fangs high up in ruins between the Rhinos, Priest is with a unit on the left flank. I suggest to Shaun to relocat the unit on the right as they are only on the first floor and there
LOS is partially blocked by the shrine ruin, he puts them on the second floor and they can see loads better. Speeder deploys on the left flank near the Priest-Fang unit.
I deploy my entire force in the centre between two ruins. I place three Rhinos at the front side ways on and then the other three behind, though one is side on to give better cover to the Dreadnoughts behind. I have a Venerable on each side with the normal Dreadnoughts in the centre, all are getting cover from the Rhinos.
Objectives had been previously placed, one on the left flank 12" from my table edge and about 12" away from my Rhinos. One in the centre in a tower ruin and the other top right flank 12" from Shaun's edge near the Fangs on the right flank.
* Tactical Notes
Right, this is going to be a interesting game. If Shaun comes forward 12" first turn it should put him into my psycannon range, bad news is if I stay static to get maximum shots the Thunderwolves will be able to charge me next turn and auto hit my tanks. Choices, choices. While Shaun's missile launcher count isn't as high as most S.W lists, he does have plasma cannons which can BBQ my troops once he starts taking out my vehicles.
My plan is to torrent the Rune Priest's unit of Long Fangs first to take away long range fire power, at least until the missile launchers are dead. I know the Priest may have problems thanks to reinforced aegis, though that's a possibility of a lot of shots if psychic tests pass. I'll then psycannon the melta Rhinos, or any Rhinos which maybe blocking them and create a traffic jam. After I'll assault those Thunderwolves and force weapon or hammerhand them.
Turn 1
Space Wolves first turn; Rhinos move out 6" and the front ones pop smoke, Thunderwolves hide behind. Speeder adjusts a little bit - that's it!
Shooting; Fangs and Priest blast a Rhino, thanks to reinforced aegis the Priest fails his psychic test,
lol, I don't think the unit does any damage. Speeder fires and wrecks the same Rhino. Other Long Fangs split fire and drop plasma cannons on a Rhino and do nothing while missiles shake the centre front Rhino.
Grey Knights first turn; everything holds position. I attempt fortitude on the shaken Rhino and I roll snake eyes, I take a glancing hit and the tank is shaken again, great. I decide to leave the squad in for the time being.
Shooting; one front unit is just out of range with psycannons at a flamer unit as Shaun had wisely held his tanks back. The Purifiers now on foot manage to blast the same flamer Rhino and it is wrecked - squad passes pinning test. One Dreadnought fires and wrecks the Speeder while others torrent the Priest-Fang unit, two missile launchers and the squad leader is dead - squad passes morale. I fire some autocannons into the Rhinos and immobilise a melta Rhino.
* Tactical Notes
Not a too bad start I don't think. I've taken out a Rhino carrying a flamer unit, so they are on foot now and immobilised a Rhino carrying a melta squad. The Typhoon has been slagged and a unit of Long Fangs have taken a beating, that's a lot of missile launchers down for the count.
Shaun hasn't done too bad either, he's taken out a Rhino so next turn I expect those Purifiers to eat plasma cannons. They should be getting cover though.
Next turn I'll torrent the other Fang unit to reduce missile launchers and start blasting Rhinos. As Shaun has kept the Thunderwolves back he has given me a little breathing room for another turn.
Turn 2
Shaun's second turn; I suggest to Shaun to move the operational Rhinos carrying plasma and melta units forward, bail them out and slag the exposed Purifiers and nuke a Rhino - Shaun does this. He holds the melta unit inside the immobilised Rhino while the flamer unit moves behind the shrine to block
LOS. The Thunderwolves then use the centre tower ruin to block
LOS and flank around in it in a outflank style.
Shooting; double meltas fire and score minor damage on the front right Rhino, whole Long Fangs fire at the same target and wreck it. Rune Priest and plasma-Fangs fire at rear left Rhino, Priest fails psychic test thanks to reinforced aegis and plasma cannons do nothing. Plasma guns and boltguns tear up the exposed Purifiers from the previous turn, only the Justicar survives and he has a big hammer to get some revenge!
G.K turn; I move up the single Justicar and the exposed Purifier unit towards the Space Wolves who shot at my silver Marines. I attempt fortitude on the shaken Rhino again and fail perils with a double 6, now that I think that it, that was a total noob mistake as it was shaken from my own turn with perils! Instead I bail the squad out and they move up to support the single Justicar.
Shooting; I fire psycannons into both exposed Space Wolf units to deplete their numbers and kill 3 Marines from each unit, shockingly both units fail morale and fall back. It's touch and go whether I can assault the melta unit, though the plasma unit is no doubt out of range. Autocannons fire into the full strength Long Fangs and I kill the Sgt and a missile launcher Space Wolf.
Assault; one Purifier unit charges the melta Grey Hunters, they pass counter attack test
btw. I cast cleansing flame and get rubbish results, only wound a single Wolf who passes armour save. At the end of combat I have four Purifiers left and two Wolves remain, my hammers got me the win, though Grey Hunters hold in combat.
* Tactical Notes
Things still aren't going too bad for me at the moment, a melta unit is almost finished and more missile launchers have been depleted. Bad times though is that the plasma unit failed morale and fallen back, next turn they will come back and shoot the gak out of me, sad panda. I am also expecting those Thunderwolves to flank around and now be in the fight, good job Crowe is hiding away in the large ruin to my left, he's not a c.c machine, but could slow them down with blade shield.
Next turn I'll no doubt finish off that melta unit. I'll start blasting Thunderwolves as they will come close as well.
Turn 3
Shaun rolls for reserves and the Wolf Scouts arrive, like a noob I totally forgot them and had my Dreadnoughts placed close to the table edge, luckily Shaun rolls badly and they appear on my right flank in the open.
Wolves third turn; flamer unit moves into the shrine ruin, I later find out that Shaun got confused,
lol, and thought the marker for the chooser of the slain was a objective, I guess both the chooser and objectives were both green. Plasma unit auto regroups and smashes through the centre ruin brandishing plasma guns. Thunderwolves move around and run, they are easily in charge range of exposed Purifiers and Rhinos. I suggest to Shaun to split the thunder-lord as his S10 power fist will easily wreck Rhinos and clear the way to blast Dreadnoughts, who won't have cover. Shaun does this.
Shooting; Both Long Fangs fire at Dreadnoughts and the plasma cannons do well, one Dreadnought is wrecked and the other gets a arm ripped off. Plasma guns fire into the Purifiers and leave a few remaining.
Assault; Thunder-lord fails to reach the Rhino by 1" and sits out in the open. Thunderwolves multi assault the now depleted Purifiers and the single Justicar, both units of Grey Knights are wiped out, Thunderwolves are safe thanks to storm shields. Purifiers beat the two Grey Hunters in combat and consolidate towards the plasma unit.
Grey Knights turn; I get two Purifier units out of the Rhinos ready to beat down on the Thunderwolves. Crowe moves out of terrain ready to engage the Thunder-Lord while the depleted Purifiers which beat the melta Grey Hunters move around to tackle the plasma unit. The Venerable on the right flank moves to get better
LOS on the Wolf Scouts.
Shooting; Crowe fires at the Thunder-Lord and does nothing. Psycannons and storm bolters fire into the Thunderwolves and I kill a whole Thunderwolf and put a wound on the power fist - unit pass morale. Purifiers which just beat the melta Grey Hunters in combat fire at the plasma Grey Hunters, I only manage to kill one. Venerable blasts the Wolf Scouts and kills two - they pass morale.
Assault; Crowe charges the Thunder-Lord and I use rapier strike, cause no wounds and Crowe gets fisted - should have used blade shield! Two Purifier units charge the Thunderwolves, I cast hammerhand and Wolves pass counter attack test. After the dust has settled one unit of Purifiers is wiped out and another unit has four left, though S10 hammers made short work of the Thunderwolves and they are all dead. Purifiers charge the plasma Grey Hunters, I cast hammerhand and Shaun gets off counter attack, a single Grey Hunter remains who passes morale.
* Tactical Notes
It's not going too bad at the moment, Thunderwolves are dead, Wolf Lord has taken some fire and now got 3 wounds left and lost his doggy bodyguard. Melta unit is dead and plasma is almost wiped out. Though, I've still got to defend the centre objective, at the moment I am only contesting it.
Shaun isn't doing too badly. He has taken out a Dreadnought and halved the fire power of another. He might be able to turn things around in his upcoming turn as the Thunder-Lord is free to charge whoever he wants and I've got Purifiers out in the open ready to eat plasma.
Turn 4
Shaun realises about the chooser of the slain isn't really a objective and moves his flamer Grey Hunters through terrain to support the single melta Grey Hunter in combat. I suggest to Shaun to move the Thunder-Lord through terrain and assault the Venerable Dreadnought, doing this will take it out or stop it shooting - Shaun does this. The melta unit which had bailed out the immobilised Rhino the previous turn takes the objective Shaun's side while the Wolf Scouts move and run forward, though they are still Venerable Dreadnought bait.
Shooting; plasma cannons and frags from the Long Fangs on the right blast the Purifiers out in the open and kill all but one. I think that's it.
Assault; Thunder-Lord charges the Venerable Dreadnought on the left, Dreadnought fails to hit and is immobilised, stunned and loses a arm in combat. Flamer Grey Hunters charge the Purifiers, unit casts cleansing flame and kills three before combat starts, I think Grey Hunters lose combat, can't remember, though combat rages on.
Grey Knights turn; I move the Rhino on the right flank which still holds a unit of Purifiers through terrain towards the objective on the left flank and the objective is claimed by the squad inside. Two empty Rhinos speed 12" up the board and pop smoke. The single Purifier jumps into the Rhino contesting the centre objective, the Rhino moves to get cover from one Long Fang unit and so it doesn't get auto hit in assault. Venerable moves to get better
LOS on the Wolf Scouts.
Shooting; Venerable Dreadnought gibs the last Wolf Scouts. Dreadnought with one arm blasts one of the Space Wolves Rhinos which moved back in Shaun's turn and immobilises it and rips off the storm bolter, this has actually blocked the other Rhino.
Assault; Venerable Dreadnought is only stunned this time, though fails to even hit. Purifiers lose combat against the surviving plasma Grey Hunter and flamer unit, both units consolidate and park under the objective in in the tower ruin.
* Tactical Notes
Ok, it looks like next turn is possibily going to be a draw, my two Rhinos speeding ahead won't get close to Shaun's objective and I haven't got enough fire power to rid the two squads on the centre objective. Game wise it's going ok, though I've taken some damage as I've only got a single Purifier left and then a full squad. I am running low on mobile tanks as well.
Turn 5
Both the Grey Hunters move up through the tower ruin and contest that objective. I think that's it.
Shooting; Long Fangs blast the Dreadnought with the broken arm and it goes boom while the other unit blasts the Rhino on the centre objective and do nothing, plasma cannons just don't cut it against vehicles
Assault; Thunder-Lord rips off the other arm of the Venerable Dreadnought.
Grey Knights turn; I attempt to move one Rhino through the shrine ruin and it is immobilised, I move the other up so it stops at the corner, don't want to get too close to those meltas! Venerable Dreadnought flanks around the ruin is was position by when sniping Wolf Scouts and targets the melta Grey Hunters on Shaun's objective. Rhino moves out through terrain and parks on the left flank objective and pops smoke.
Shooting; Venerable Dreadnought fires at the Grey Hunters and fails to kill any. Single hammerfier inside the Rhino contesting the centre objective fires storm bolter at the Grey Hunters along with other Rhino storm bolters, think I kill a Space Wolf. I think that's it.
Assault; Thunder-Lord wrecks the Venerable and consolidates into terrain ready to attack the Rhino on the left objective if there is a next turn.
* Tatical Notes
Ok, if the game ends I've got a draw on my hands. It's been a epic, tough battle. If there's a next turn I'll plough the mobile Rhino through terrain and contest Shaun's objective. I am also concerned about the Thunder-Lord, he is going to smack my Rhino on the left objective, I just hope hammerhand nemesis daemon hammers and instagib him.
Turn 6
The Thunder-Lord moves through terrain and is ready to pounce on my Rhino. I think that's it.
Shooting; living lightning manages to shine this turn as no reinforced aegis is close, the Rhino on the left objective is wrecked and the Purifiers stand in the open. Long Fangs on the right flank blast the operational Rhino and score weapon destroyed and shaken, I can deal with that as my tank is still moving
Assault; Thunder-Lord charges the Purifiers, I cast hammerhand for S10 hammer goodness, the Thunder-Lord goes splat through kills four Purifiers, the survive consolidates behind the Rhino and claims the objective.
Grey Knights turn; I move the Rhino 12" through terrain and land within 3" of Shaun's objective. Shooting wise I fire autocannons at the melta Grey Hunters and kill one while storm bolters blast Grey Hunters on the centre objective.
We roll for next turn and it ends here. Grey Knights pick up a hard earned sneaky win
Summary
That game was a true slobber knocker

. I think that's the worst beating my Purifiers have ever taken. Having a look back I've got two infantry models left, one Dreadnought and three Rhinos left, though two of those Rhinos have got damage on them.
I felt the game went well, though I made a few mistakes. Big noob mistake was casting fortitude when there was no good and causing my tank to be shaken again. I just see shaken/stunned results and start throwing dice about, I really should pay attention more. Another mistake was using rapier strike with Crowe, should have gone blade shield like I thought as Crowe is gak in combat, plus I forgot he can re-roll to hit when assaulting. Ah well, live and learn.
Shaun played a very good game. I did help him out in a few places, though most of it he done himself. Was pretty amusing when he thought his own chooser of the slain was a objective,
lol.
I think Shaun's biggest mistake was not ringing his melta Grey Hunters around his objective, this would have stopped me contesting and made the game a draw.
His list is pretty cool, those Thunderwolves were pretty badass even against force weapons and it took a bucket of hammers to smash them to bits. I think if he adds melta bombs to one of the shield guys and takes another Typhoon it will be spot on. I also wouldn't normally suggest plasma cannons, though Shaun's scatter dice supernaturally always hit and that plasma toasted any infantry it touched, crap against vehicles though, well tell a lie, took out two Dreadnoughts with it.