Hi again, it's a smaller battle this time with a training exercise between chapters. Vanilla and Puppy variety that is.
My list:
Chaplain with a jump pack and storm bolter
5 man assault squad with a combat shield for the sarge
10 man
tac squad with a flamer and missile launcher
5 man scouts with sniper rifles and a heavy bolter. All have camo cloaks
Wolves:
Rune Priest with Living Lightning, and Fury of the Wolf Spirits
6 man Grey Hunters
Another 6 man Grey Hunters
6 man Scout unit with
HBs
5 man Long Fangs with 3
HBs and a
MM
Its a pitched Battle with C&C. He gets to go first and he has a Tau for the objective while I use a Vox caster
IG.
Deployment
He places a Grey Hunter unit in the corner, Long Fangs in his other corner and the
RP with
GH squad in the middle, all are in cover. I combat squad the
tac and place the flamer behind a wall in my corner and the
mL in the stand. Chaplain and assault squad are in reserve and now I begin to fear. He places his scouts on the bluffs with a well placed 'Behind the line' roll forcing my scouts to hunker down in the very back.
He's on the left side, his objective is between the
GH and the
RP GH squad. Mine is under the tower in the upper right of the pic under the
mL.
My thoughts
I've played
SW once or twice so I'm unsteady on how well they play. I figured the bluffs could be snaked so I was looking for intervening cover to give my scouts and they were able to get that much. I also realized I shouldn't have kept the chaplain squad in reserve. But then again this is my 3rd(?) marine game and low teens for
40k games.
1st Turn
Failing to seize he moves the
RP squad up and has the scouts fire at the flamer squad. 2 hits, 1 wound and 1 save. The
LFs open up on the scouts and 6 hits become 5 wounds and
those camo cloaks save them all. (This becomes a trend)
Then the
RP uses Living Lightning on the
mL squad on my objective and lights up 4 of them and only one makes a save. The 2 marines stay put and I learn to fear the Priest.
Here's what I see
So I have my flame squad return fire on the scouts with 3 having
los, 2 hits, no wounds. The
mL tries a krak on the
RP squad only to miss while the scouts also return fire on the
LFs. 3 snipers hit, but no wounds. (This also becomes a trend

)
Turn 2
The
RP keeps marching forward and the scouts shoot at the flamer squad for 1 hit, 1 wound, and it was saved. The
LFs shoot the scouts for 6 hits, 3 wounds and 1 dead sniper. The
RP fires off another
LL at the
mL pair and kills the spare. He fails leadership and runs 6 inches.
What he sees
My
mL marine rallies and will run 3 inches to get behind the objective. My flame squad shoot at the
RP squad for 2 hits, no wounds while my scouts manage to use the
HB to kill 1
LF. The useless
MM.
Turn 3
He decides to move his scouts around to get a better
los at my
tac squad. Up until now it was only 2-3 firing. The
RP squad is relentlessly marching forward and uses
LL on the lone
mL for 2 hits, 1 wound, and it was saved. The
LFs get 7 hits, 6 wounds on the scouts and they save them all!
My turn and the chaplain and assault squad arrive and I hit square where I
thought I wanted them, in the middle far away to not get assaulted but in the open

More on that in a moment.
The
mL kills a
RP squad mook and the flamer
tac half gets 2 hits/no wounds on the Wolf scouts. The snipers whiff at his
RP squad and the chaplain likewise whiffs his
SB shots at the
RP.
My thoughts
D'oh, I should've had the chaplain come in near the scouts or
mL to stay away from fire lanes but I was worried about scattering off the table. Course, I think they shouldn't have been in reserve but at this point I'm too rattled to put up much strategy.
Turn 4
Moving up the
RP squad again he opens everything up on the chaplain with assault squad. The other
GH (who have done nothing) wound 2 (saved), the
LF wound and kill 3, and the scouts kill another leaving the sarge with the chaplain.
On my half I take the armless sarge and chaplain and move right at the
RP squad hoping to take him out at least.
The
mL whiffs, the scouts whiff, the flamer squad produces results killing 2 scouts and they fail leadership to run 5 inches away. The chaplain and assault sarge assault the
RP squad and target the
RP. They get counter attack. The Priest takes one wound, the chaplain dies to the
FW ID and the sarge. Oh sarge I know you tried, took 4 wounds and failed 1 to let them consolidate 6 inches closer to the end.
At this point I stopped taking pictures. Abawwwww
Turn 5
The Scouts regroup, the
GH squad in the back get on his objective while the
RP moves right up on the
mL and uses the Fury of the Wolf Spirits to cause 2 wounds. He finally succumbs to 1 failed save. The
LFs make 5 wounds on the scouts and they all save again.
My turn and I decide to try for a minor loss instead of a full loss. I move the scouts and the flame squad into the
RP squad and hope the game ends on a 5. I'm stuck in with 1
tac marine left and...
there's a turn 6. He tables me and controls both objectives.
My thoughts
Fun game and I learned loads.
My mvps were those scouts taking loads of wounds and still trying till the end. The chaplain with assault squad shouldn't have been reserved. Even
DT tests would be a better alternative than land in the middle like that.
On his side he had the range and that librarian was just tearing things up. As he should; short of changing out the assault squad for ... something I just plain played poorly. Also my rolls to hit/wound were ridiculously low and my cover/armor save were ridiculously high.
The plus side is Dakka now has more batreps!