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1500 Points - Baneblade Guard (FW) against Space Wolves 13th Company  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in eu
Stalwart Ultramarine Tactical Marine




Madrid, Spain

Last week played a somewhat unusual game. My regular opponent (using black templars) called me when I was already on our FLGS apologizing. Due to a family accident (nothing serious) he could not attend our usual Saturday morning match. So I asked the FLGS owner if he fancied a 40k match and he agreed. He started to collect figures from the shelves, and I panicked when I saw him retrieve a Baneblade!!!

I was using my standard 1500 point 13th company wolves…

- Wolf Lord on bike with frost blade, pelt, necklace, Russ belt, etc…
- Runic Priest with plasma pistol, power weapon, pelt, necklace, etc…
- Grey Slayers pack (7) including power weapon Wolf Guard and 2 melta guns
- Grey Slayers pack (7) including power weapon Wolf Guard and 2 melta guns
- Grey Slayers pack (7) including power weapon Wolf Guard and 2 plasma guns
- Storm Claws bikers pack (5) including pfist Pack Leader (with wulffen mark), another pfist and a power weapon.
- Long Fangs pack (5) with 2 Missile Launchers and 2 Plasma cannons
- Long Fangs pack (5) with 2 Heavy Bolters and 2 Laser cannons

The list of my new opponent, using “drop troops” and “special weapon squads” doctrines was something like…

- HSO HQ (6) squad including a commissar and 2 flamers
- Special weapons squad (6), with demolition charge
- Special weapons squad (6), with demolition charge
- Stormtroppers (10) with power weapon sarge, 1 melta gun a 1 flamer
- Stormtroppers (10) with power weapon sarge, 1 melta gun a 1 flamer
- Multilaser Sentinel
- Multilaser Sentinel
- Lucious Pattern Baneblade (using Forge-World rules) with something like 200 twin linked heavy bolters
- Leman Russ battle tank with hull mounted Laser Cannon and Heavy Bolters sponsons.

We roll for mission and got annihilation with quadrants deployment. We agreed to assign the monster 3 kill points. Guard got first turn and just deployed the Baneblade and the LR, keeping in reserve as droop troop to deep-strike all other units. I deployed the long fangs in ruins cover with good LOS to the enemy tanks. The Slayers Packs, bikers and leader were well hidden out of LOS.

Tried to get the initiative from him but just barely failed (got a 5 in the D6). Readied myself for first time to be on the receiving end of the fire of a Baneblade.

1st Guard Turn
Moved a little the Baneblade to get full LOS with all their weapons (that can fire all after moving 15cm and can fire at different targets…. arghhh). When smoke clears from Plasma Cannons Long Fangs pack there is just one marine remaining. The other Long Fangs pack (Laser Cannons) is luckier, losing only the 2 Heavy Bolters gunners. The lone Plasma Gunner long fangs break, stept down from the ruins ending out of LOS from the guard tanks.
1st 13th Co Turn
The first movement was the runic priest using “The Gate” to teleport himself and one of the melta slayers packs close to the side of the guard tanks. Unluckily they deviated out of optimum melta range and facing front armor of both tanks… The Wolf Lord and the bikers turbo boosted to make a long detour through my right flank quadrant (and out of the guard tank LOS). My Laser Cannons impacted but failed to scratch the Baneblede. The teleported slayers decided to run instead of fire to disperse and minimize the incoming pie-plates losses.

Kill Points at the end of turn 1 (guard – 0 ; 13th co – 0)

2nd Guard Turn
My opponent got from reserves 1 stormtroppers squad and 1 demolition charge squad. He droop them going for the bikers, one on their front and one on their rear. The do not deviate, but my opponent has miscalculated the position for the demolition charge squad and they are just out of the 15 cm range. Massed rapid fire flashlights almost can’t hurt T5 models, melta fire is saved due to turbo-boosting and flamers are just not enough. I just lost 1 biker. The tanks concentrated their fire in the teleported slayers. I manage to save just the runic priest and the 2 melta toting marines (yay!!!!!) so next turn the Baneblade will taste a little of optimum range melta love.
2nd 13th Co Turn
In my first error of the day (so I think) I got ambitious and wanted to try a plasma side shoot on the LR, so I maintained the Runic Priest close to the tanks instead of using “Te Gate” to bring him back to safety. The shoot failed to penetrate or glance, so the priest assaulted the rear armor of the LR, getting a couple of glance that translated into crew shaken results. The melta toting surviving slayers closed on the side of the baneblade, and then, failed to hit it!!! (arghhhh!!!!!, come on… you should get a re-roll when you are shooting at some thing this big this close). Long Fangs Laser canons failed again to ever glance the monster. On the other side of the table the other melta Slayers pack came out of safety to confront the stormtroppers. They charged, killed 7 and routed the 3 remaining without losses… but the rout was bad news as that unit was now out in the open in the sights of both guard tanks. They used the consolidation move to dispersate. The bikers closed on the demolitions squad. Bike bolters killed all but 2, that where inmediatily charged and killed by the Wolf Lord frost blade.

Kill Points at the end of turn 2 (guard – 0 ; 13th co – 1)

3rd Guard Turn
My opponent got from reserves his HQ squad, the reaming demolition charge squad and both sentinels. He drooped them like this. The demolitions going again for the bikers (acting as speed bump) but this time in good range for the demolition charge. Fortunately it deviated a little, just enough to kill just to bikers instead of the all squad. The HQ squad went for the Runic Priest, but their fire proved ineffective. Sentinels fire killed the 2 melta marines close to the Baneblade, and that tank put all their fire in the out in the open slayers pack, managing to kill 4 of the 7 marines in that squad. The remains of the stormtroppers squad fired their melta gun while they were running and killed another marine in that squad,
3nd 13th Co Turn
In my second error of the day I repeated the sad performance of the Runic Priest against the LR. I should have used him instead to get the kill point from the HQ squad. The just 2 remaining melta slayers went on hide. Long Fangs, tired of not killing anything, split their Laser Cannon fire to try to kill both Sentinels, but just managed to immobilize one of them (failing to hurt the other). Surviving Wolf Lord and bikers destroyed their second demolitions charge squad, and consolidated out of LOS but closing on the enemy tanks.

Kill Points at the end of turn 3 (guard – 1 ; 13th co – 2)

4th Guard Turn
My opponent got from reserves his last unit, the remaining stormtroppers squad, and he set them as the last speed bump in the way of my bikers. The operational sentinel has moved in order to get LOS at my hidden survivor of the Plasma Cannons Long Fang packs, so he kill him for a “cheap” kill point. HQ squad failed again to hurt the Runic Priest, but the Baneblade is not so much considerating. One Laser Cannon shoot in the head is enough to instant-kill my character. The rest of the guard fire is ineffective, principally due to lack of objectives. The routed stormtroppers went out of the table for my third kill point.
4th 13th Co Turn
Plasma slayers came out of hiding to try to put fire in the enemy sentinels . But I play it safe, leaving half the squad out of LOS I ensured a cover save and that this unit will not give his kill point in any case. Laser Cannons fired again against the sentinels, destroying the immobilized one and stunning the other. The Wolf Lord and reaming bikers came out of hide to fire and charge the last stormtroppers squad. They are pretty successful, aided by the 3 additional attacks given by the Wullfen Mark to the pfist biker leader. The guards are routed and chased by the bikers, which then consolidate close to the Baneblede dispersating as much as possible.

Kill Points at the end of turn 4 (guard – 3 ; 13th co – 5)

5th Guard Turn
Concentrated fire from both tanks on the bikers…. It seems like one hundred heavy bolter shoots… I save lots of them, including some invulnerable ones using the Russ belt…, but little by little I am losing models (and wounds of the wolf lord)… finally there is only that last shoot from the demolisher canon against the wolf lord. It deviates, but not enough to miss the biker lord… and I finally fail the 4+ roll. So my opponent got 2 more kill points.
5th 13th Co Turn
Plasma slayers managed to destroy the stunned sentinel for a “cheap” kill point, while (in the last error of the game) the Long Fangs tried for third time to hurt ineffectively the Baneblade. They should have hidden out of LOS.

Kill Points at the end of turn 5 (guard – 5 ; 13th co – 6)

The Roll for a 6th turn is successful.

6th Guard Turn
HQ on hide to preserve kill point. Concentrated long range fire from both tanks on the long fangs managed to kill 2 of the 3 remaining Long Fangs…. I think I have won this one, but then I proceeded to fail the morale check, so the last Long Fangs made a run of it… The run take him a couple of floors down on the ruins they were occupying and out of LOS. But I will need the 7th turn to regroup him, because up to now, while the unit is running, it count as a kill point
6th 13th Co Turn
Everybody went on hide.

Kill Points at the end of turn 5 (guard – 6 ; 13th co – 6)

The Roll for a 7th turn is successful. (yay!!!!!!!!! It means a victory for me)

7th Guard Turn
HQ remains on hide. The tanks have nobody to shoot at. Baneblede move trying to get LOS at the hidden melta slayers, but 15 cm aren’t enough.
7th 13th Co Turn
Long Fang regrouped. Everybody is on hide.

Kill Points at the end of turn 5 (guard – 5 ; 13th co – 6) VICTORY for the WOLVES!!!!


That was a fantastic match I enjoyed tremendously. My opponent played quite well, was a very good sports, and that monster tank is a killer…. I think that on annihilation I got a little advantage against him, because his list has a lot of cheap kill points… but I almost lost this one making so much errors…

Hope you all enjoy the read as much as we enjoyed the match…


Into the fire of battle we go... 
   
 
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