http://www.imperiusdominatus.com/2012/04/battle-report-blood-angels-vs-space.html
Powerfist Gaming as usual Thursdays, played PJ and his Space Wolves. I was expecting his typical Razor-Fang list, though got something completely different and got Thunderwolf cavalary instead. This should be interesting!
Blood Angels 'Red Fleas' - 2,000 points
HQ
Librarian - jump pack, shield of sanguinus & unleash rage
Librarian - jump pack, shield of sanguinus & unleash rage
Honour Guard - jump packs, 4 x meltaguns & 3 x melta bombs
Elite
2 x Sanguinary Priests - jump packs
Troops
10 x Assault Marines - 2 x meltaguns - Sgt w/ power fist
10 x Assault Marines - 2 x meltaguns - Sgt w/ power fist
10 x Assault Marines - 2 x flamers - Sgt w/ power weapon
10 x Assault Marines - 2 x flamers - Sgt w/ power weapon
5 x Scouts - sniper rifles & camo cloaks
Heavy Support
5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers
Space Wolves 'Wolf Star' - 2,000 points
Wolf Lord - frost axe, runic armour, storm shield, saga of the warrior born, fenrisian wolf
Wolf Lord - power fist, runic armour, storm shield, sagae oof the bear, fenrisian wolf
Wolf Lord - thunder hammer, runic armour, storm shield, fenrisian wolf
Troops
5 x Grey Hunters w/ Rhino - meltagun
5 x Grey Hunters w/ Rhino - meltagun
Fast Attack
4 x Thunderwolf Cavalary - 2 x storm shields, power fist & melta bombs
4 x Thunderwolf Cavalary - 2 x storm shields, power fist & melta bombs
Heavy Support
6 x Long Fangs - 5 x missile launchers
6 x Long Fangs - 5 x missile launchers
6 x Long Fangs - 5 x missile launchers
Pre-Game Analysis
I've played against Thunderwolves once before, and they are pretty tough to take down. Shooting wise it took a massive bulk of my army to drop them and then mass force weapons (I was using G.K) to do them over in combat, and still my silver ones took a beating. If I can put as many missile launchers into a single unit as I can along with meltaguns, I should be able to wipe out a unit a turn if both melta units charge the same unit.
The Wolf Lords are going to be tough cookies, and two of them will be in a single unit. If I can get my weight of attacks in and charge, then I should be ok.
Once the Thunderwolves are gone, I can jump up and roll down the Long Fangs and tackle the Rhinos with missile launchers and the squads inside with choppy choppy death.
Game: Annihilation + Spearhead
Deployment
I win the roll off and decide to go first, I deploy in the bottom left corner, I put all the
Devs on the hill and Assault Squads out at the front - melta units at the front, H.G between them and flamer units behind. Scouts will infiltrate.
PJ deploys putting his Thunderwolves in a ruin so he can get cover, two Lords are deployed with one unit. All Long Fangs are deployed at the back exactly like my
Devs. He keeps both Rhinos in reserve.
I infiltrate the Scouts and place them ni the bottom right corner in cover, they can snipe some Long Fangs and maybe cause some pinning tests. I don't expect them to do much.
* Tactical Notes
I am going to have a tough game on my hands here. The Fleas weakness is elite choppy choppy death units, the Thunderwolves I can cope with, though those Wolf Lords will be a pain. This game is also going to be like cat and mouse as whoever gets the charge will probably win combat and then the chase will start again.
If I can hammer a Thunderwolf unit with krak missiles and then follow up with melta and double charge from two melta units, then I should wipe a unit out. I'll have to bend over and take what is coming to me next turn, though if I can rinse and repeat this, then I should deplete the Thunderwolves. Remaining units will bound up and hack away at the Thunderwolves. When and where the Rhinos arrive will be depend if the Assault Marines can get hold of them, missile launchers should reach them though.
Turn 1
If I bound up and run, like I do normally, then PJ will easily assault me with his Thunderwolves. I don't want that to happen. Instead I bound all units and run some towards the Scouts keeping close to my table edge.
Shooting; krak missiles fire all at the same Thunderwolf unit (unit with one Lord) and I manage to kill a wolf and put a wound on another. Scouts blast a unit of Long Fangs and kill the squad leader, unit passes pinning.
PJ's first turn; he splits all Wolf Lords from the units and forms them together to join a super Wolf Star! They move up along the right flank. Remaining Wolves move out of terrain ready to charge me next turn, they are miles away
atm.
Shooting; I cast shield with both Librarians without any problems, PJ then torrents the closest melta Assault Squad and halves their numbers, they pass morale
btw.
* Tactical Notes
Nothing too amazing this turn, though at least I have depleted a unit. I am surprised PJ has split all his Lords off into a unit of death. They will be tough to take down via krak missiles as they all have runic armour, so I guess I'll have to charge them with everything I've got!
PJ has made a mistake this turn which I plan to capitalise on. He's brought both units of Thunderwolves out of terrain, so no cover for them now and I can also reach one unit with assault. He has kept his Wolf Star unit out of harms way though, I suspect them will assault me next turn.
Next turn I'll bound up and assault the depleted Thunderwolf unit and krak the other unit to bits, hopefully will take them down a peg or too. I'll use the depleted melta squad as a defensive wall and block the Wolf Star unit, I know it's giving up a kill point, though with the bait set I can throw all my troops at them next turn.
Turn 2
I bound the depleted melta Assault Squad up so they are towards the right, the full strength melta unit and Honour Guard move up while the flamer units hold back for counter assault.
Shooting; two Devastator units open up with krak missiles on the whole Thunderwolf unit, one unit gives cover, though one wolf is dead and the remaining are all on single wounds. As the other
Dev unit cannot draw
LOS to the same Thunderwolf unit thanks to the centre tower building, they fire at the Wolf Star, though are out of range. Snipers fire at the same Long Fangs again and do nothing. Mass bolt pistols and meltas fire into the depleted Thunderwolves and only kill one and leave the others with two wounds. Depleted melta unit fires into the Wolf Star unit and kills a Fez wolf.
Assault; Honour Guard and full strength melta unit charge and feth up the Thunderwolves, I draw first blood. I expect PJ is going to get his own back.
PJ rolls for reserves and a single Rhino arrives on the left flank opposite the
Devs. PJ hides it well behind a bastion, I'll be in the front arc though can only see the sides if I am lucky, so he will get a 3+ cover save.
PJ moves his Wolf Star unit towards the depleted melta unit as I hoped for. The depleted Thunderwolves move up to attack my melta units which just cleaned house on the other wolf unit.
Shooting; krak missiles fire into the Honour Guard, I get 4+ cover and PJ is firing through terrain and his own units, three Honour Guard drop and pass morale.
Assault; Wolf Star charges the depleted melta unit and serious does them over. Thunderwolf unit multi charges the H.G and melta unit, H.G are dead and the melta unit fails morale and falls back 15" - close to the board edge!
Kill points - Blood Angels: 1 Space Wolves: 2
* Tactical Notes
Ok, that was a bit brutal. I chopped up some Wolves and blasted the fur off some too, though PJ and come back stronger with his counter assault and took out two units. A good start for him here.
Now, I am hoping everything has fallen into place. If I charge all remaining units into the Wolf Star I reckon I'll have them or cause serious damage. Though, the distance is close.
Turn 3
I measure the distances to see how far and where my Assault Squads can move too, as PJ consolidated his Wolf Star unit away, it appears I am out of assualt range. I am not going to take that gamble when the depleted Thunderwolf unit will no doubt be in range.
I move all units up to the depleted Thunderwolf unit, one flamer unit looks like it maybe touch and go.
Shooting;
Devs cannot draw
LOS on the Rhino on the front hull and I am not giving away a 3+ cover save, I fire at the Wolf Star, two
Dev units are in range. I am not sure on damage, perhaps a few Fez wolves die. I do not fire into the depleted Thunderwolf unit as I want to charge them.
Assault; both flamer units charge, though one is just in range and the Librarian in that unit is out of range. The depleted melta unit also charges in too. Both Librarians cast unleash rage. One unit alone causes 18 wounds on the Thunderwolves, all dogs are wiped out. I consolidate so the deplete melta unit forms a wall between my flamer units, PJ will have to go through them first.
PJ rolls for reserves and the other Rhino fails to show up.
Wolf Star moves up while the Rhino moves from behind the bastion and pops smoke.
Shooting; krak missiles blast the depleted melta unit, I get cover as PJ is firing through ruins and his own unit, though I lose three guys leaving a massive hole for the Wolf Star to charge though. Looking back at this point I should have gone to ground to keep numbers up.
Assault; PJ multi assaults the surviving Sgt from the melta unit and a flamer unit, I take a massive battering and lose the single Sgt, flamer unit, Priest and Librarian - smashy smashy death via hammer. I do pop wounds on the Wolf Star unit and slowly chipping them down.
Kill points - Blood Angels: 2 Space Wolves: 6
* Tactical Notes
Ok, PJ has really handed my ass to me this turn and has put the nail in the coffin. He's leading in kill points, but also taken out a massive chunk of my army. His assaulting capibilities now out weigh mine. As I mentioned in turn 3, looking back I should have gone to ground with those bait Assault Marines and the wall may have held, which two full strength flamer units could have charged and maybe taken out the Wolf Star or caused massive damage, I guess we will never know!
Next turn the surviving flamer unit will charge the Wolf Star while Devs blast at them with krak missiles.
Turn 4
Surviving Assault Squads moves up ready to bolt pistol the Wolf Star and then assault.
Shooting;
Devs and Assault Squad fire into the Wolf Star and the frost axe Lord is now on a single wound. Snipers fire at the Fang unit again and kill another Space Wolf.
Assault; flamer unit charges into the Wolf Star, I manage to kill a the frost axe Wolf Lord and put the other two on two wounds each. After the dust has settled I've lost combat, my Blood Angels are fearless (thanks to red thirst rolls) and I lose several more Marines thanks to no retreat wounds.
PJ rolls for his next Rhino and it arrives in the place where the other was positioned previously, behind the bastion. That's all the movement!
Shooting; krak missiles blast the Scouts, I go to ground to reserve kill points and only lose a single whipper snapper.
Assault, my Blood Angels get smashed, boo hoo :(
Kill points - Blood Angels: 3 Space Wolves: 9
* Tactical Notes
The nail is firmly in the coffin and this game is in PJ's hands. The only thing I can do to get some kill points is blast the Rhino nearby, which PJ forgot to move. I hopefully should get a kill point and maybe another from the Grey Hunters inside.
Turn 5
No movement from the Blood Angels.
Shooting; unit of Devastators blasts the Rhino and wrecks it, squad then gets blasted by krak missiles, though they get cover. Single meltagun left who fails morale and legs it. That's it for me!
The falling back Grey Hunter auto regroups and hides nicely behind a wall on the top left. Krak missiles blast the Scouts, I go to ground again, though only two left, they pass morale. The dual Wolf Lords ride up and gobble down the two young Scouts.
Kill points - Blood Angels: 4 Space Wolves: 10
At this point we decide whether to roll for next turn, I am happily to do so and the game continues. I review the situation and my missiles cannot draw
LOS on the single Grey Hunter nor Rhino and the Long Fangs and Wolf Lords are definitely out of range. We decide to end the game as I cannot shoot anything and definitely cannot come close to a draw let alone win.
Space Wolves win with 10 kill points to 4.
Summary
I was expecting a tough battle and I got one. I know the Fleas's weakness is elite c.c units. I admit I had a easier time going against the Thunderwolves, though the deathstar unit of triple Wolf Lords were just untouchable.
I made a few mistakes in this game. Perhaps I should have gone second and let PJ come to me, I could have counter charged him and got some first turn shots in as well. I also should have gone to ground with that blocking unit, only three of them died and if one more would have survived then the Wolf Star unit wouldn't have been able to get past and assault the flamer unit behind.
PJ played spot on this game. He learnt from our last game against D.E and didn't spread his Fangs out too much, he kept them bottled up together and laid the smackdown with krak missiles. The only mistake he made was moving the Thunderwolves out of terrain first turn and letting me krak them, he should have used the centre ruin more or moved them down a bit better.