Got a game in with Shaun yesterday. He's using a Space Wolf list, which I gave him some suggestions on - lets see if it works or not!
I'll be using the broken and unbeatable Grey Knights
Grey Knights 'Purifier Order' - 2,000 points
HQ
Castellan Crowe
Elite
Venerable Dreadnought - 2 x twin-linked autocannons + psybolt ammo
Venerable Dreadnought - 2 x twin-linked autocannons + psybolt ammo
Troops
5 x Purifiers w/ Rhinos - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhinos - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhinos - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhinos - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhinos - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
5 x Purifiers w/ Rhinos - 2 x psycannons, nemesis halberd, nemesis daemon hammer - Justicar w/ nemesis daemon hammer
Heavy Support
Dreadnought - 2 x twin-linked autocannons + psybolt ammo
Dreadnought - 2 x twin-linked autocannons + psybolt ammo
Space Wolves - 2,000 points
HQ
Wolf Lord - power fist, runic armour, storm shield, thunderwolf mount, ferisian wolf & saga of the bear
Wolf Lord - frost axe, runic armour, storm shield, thunderwolf mount, ferisian wolf & saga of the warrior born
Troops
10 x Grey Hunters w/ Rhino - 2 x meltaguns, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x meltaguns, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x plasma guns, wolf standard & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x flamers, wolf standard & mark of the wulfren
Fast Attack
4 x Thunderwolf Cavalry - 2 x storm shields, power fist & melta bombs
Heavy Support
5 x Long Fangs - 4 x missile launchers
5 x Long Fangs - 4 x missile launchers
5 x Long Fangs - 4 x missile launchers
Pre-Game Analysis
Ok, this should be interesting. Shaun's list is pretty tough, he's got two tough
HQs, both which will wreck my stuff, long range fire support from Long Fangs, short ranged from melta, and plasma and flamers to deal with my Purifiers up close and personal. Add in the Thunderwolves who can trash anything they feel like.
If I can nail the Long Fangs first when Shaun closes in, then this will take out his long range support and leave my vehicles mostly intact. The Thunderwolves and Wolf Lords will be tough, though if I can blast the Lord with the fist and multi assault the Lord with the frost, then I could I.D that Lord with S10 hammers.
Game: Capture & Control + Pitched Battle
Deployment
Shaun wins the deployment and deploys first. He puts his objective top right corner and places a unit of Long Fangs in the same ruins as his objective. He then puts the Rhinos in front of the ruin, the two Wolf Lords behind the Rhinos, both have joined together to form a super unit. In a ruin centre on his deploy edge Shaun puts another Fang unit with Thunderwolves behind the ruin and in a ruin on the left flank the last unit of Long Fangs.
I put my objective at the edge of a ruin in the centre about 2" from my table edge. I deploy all Rhinos in the centre, long ways on in two rows of three. Dreadnoughts go behind with the Venerables on either flank. Crowe takes cover in the same ruin as my objective.
* Tactical Notes
Ok, Shaun has got his deployment pretty much spot on. He has his Long Fangs spread out and they are in elevated positions, they can see practically all over the battlefield and reach any where they want. His Thunderwolf models are all tucked away out of LOS and the Rhinos are all together, instead of spread like he usually does.
I'll have to bend over and take what Shaun is bringing first turn, which will just be his Long Fangs firing. I'll gun down a unit at a time with the Dreadnoughts while psycannons start blasting at the oncoming Rhinos, if I can stun or immobilised one of the front Rhinos, then I'll be happy as it will cause a road block.
Turn 1
Shaun's Rhinos come barrelling down the hill at me, all move 12" and the front two pop smoke, they give cover to the ones behind, which will be out of range of my psycannons anyway. All wolf models start moving out, though I think Shaun forgets to run them as they do not move very far.
Shooting; Long Fangs blast me front Rhinos and score weapon destroyed and shaken on the centre front Rhino and stunned on the Rhino at the front on the right. That's it!
My first turn and no movement from me!

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Shooting; all Dreadnoughts blast the Long Fang unit on the left flank, the Long Fang in the centre I have cover from thanks to the large tower ruin and the other Long Fang unit can only the Rhino up front on the right. The entire unit of Long Fangs are wiped out after 16 S8 autocannon shots. Psycannons blast the front Rhinos, which I manage to cause shaken on one and stunned on another.
* Tactical Notes
Not a too bad first turn.; I couldn't fire a squad from the shaken Rhino as I failed psychic test and got perils, it was shaken again and a few units were out of range. But on the whole I've stopped a Rhino for a turn and totally wiped out a Long Fang unit. I think Shaun has also done me a favour by keeping those Thunderwolves back, at least have brought me another turn before they reach my lines, maybe fourth turn looking at the position of the Thunderwolf unit.
Next turn I'll blast the centre Long Fang unit with Dreadnoughts and hopefully wipe them out. Psycannons will empty into any unit which comes forward, though I'll start on melta units first, don't want my G.K's out the Rhinos
Turn 2
The shaken Rhino carrying a melta unit moves forward 12" and the squad bails out and prepares to bring melta death. The other two mobile Rhinos move forward 12" and pop smoke, the plasma carrying Rhino is in between the shaken and stunned Rhinos. Thunderwolf unit comes down the table more so supporting the flamer Rhino while the Wolf Lords come down the right flank using the shrine ruin to block
LOS.
Shooting; meltas blast into my Rhino at the front on the right and it goes boom, a psycannon snuffs it in the blast. Long Fangs fire at remaining Rhinos, Rhino in the centre now takes weapon destroyed while the one on the left at the front takes a stunned result.
Grey Knights turn; Purifiers now on foot move out the crater of their tank and get ready to charge some Space Wolves, unit of Purifiers out the centre tank also bail out and move to support them. Crowe comes out to play and moves to join in the party with the two Purifier units. Dreadnoughts split away in pairs so bunched up on either flank, this is to get
LOS better on the Long Fang unit in the ruin in the centre.
Shooting; Dreadnoughts dakka dakka the Long Fangs and the entire unit is wiped out, only one unit remains which sits on Shaun's objective. Psycannons blast and wreck the Rhino carrying the plasma-hunters - squad is pinned and stun the melta Rhino which was previously stunned last turn. Storm bolters and psycannons blast into the Grey Hunters, they take a morale test and pass.
Assault; Purifiers and Crowe charge into the Space Wolves, Crowe casts cleansing flame and shockingly wounds all six surviving Grey Hunters, which only two survive the burning flames, Crowe kills one and the halberds get another - oh one squad also multi assaults the Rhino, which is immobilised thanks to psycannon fire, the squad did cast hammerhand and a psycannon totting Purifier punches his hand through it and rips the engine block out - the tank is wrecked.
* Tactical Notes
Ok, it's going well. Two Rhinos are down, melta unit destroyed (Crowe's flame did extremely well) and plasma unit pinned.
I've taken some damage this turn, I've lost a Rhino and a Purifier is down, those Thunderwolves are also drawing close and maybe in range for a charge, though I did pull my Purifiers back, hopefully they are out of range.
Next turn I'll send Crowe up to tackle the plasma unit, that unit will get blasted first. One of the Purifier units on foot will get back into their tank for safety. I'll just wait until the Wolves come closer, hopefully I can tackle all of Shaun's troop choices as he hasn't held any back to claim his own objective.
Turn 3
Wolf Lords come running down the shrine, it will be close if they get Crowe. Rhino carrying the flamer unit moves 12" and uses the centre tower ruin for cover, Thunderwolves move up with them using the Rhino for cover.
Shooting; only the Long Fangs are able to fire as the Rhino holding the other melta unit is stunned and the plasma unit is pinned. Long Fangs blast the Rhino in the centre at the front and it's wrecked, looks like I am not getting back inside it.
Assault; Wolf Lords try to assault Crowe, though are 2" out, lucky for Crowe...
Crowe moves up towards the plasma unit, while Dreadnoughts shuffle along to get into range of the Long Fangs in the corner ruin.
Shooting; Dreadnoughts fire at the Long Fangs, though two are out of range and I only end up killing the squad leader. Psycannons blast the flamer Rhino and it goes boom, only a single Grey Hunter dies from the explosion and the squad passes pinning test. Two more units blast into the flamer Grey Hunter unit, one unit gets 4 rending wounds, only two Grey Hunters remain and they pass morale. Psycannons blast into the plasma unit to soften them up for Crowe, four die and the squad passes morale test.
Assault; Crowe charges the Grey Hunters and casts hammerhand, he uses sword storm and kills three Grey Hunters. Grey Hunters fail to wound Crowe and lose combat, they are caught by sweeping advance and lose another two Marines thanks to fearless wounds, the single Grey Hunter falls back while Crowe consolidates 1".
* Tactical Notes
All is going well for me at the moment, anything which comes towards me is either getting the dakka treatment or getting punched in the face. Another Rhino has been popped and almost two squads have been destroyed.
Shaun hasn't had a great turn, but I think things may turn around for him. His Wolf Lords will definitely be in assault range this turn, same for the Thunderwolves, who might be able to multi assault. I also doubt Crowe is going to last long as there's meltas about 2" away from him...good bye Crowe
Next turn, if Crowe survives I'll get him to chase after the falling back Grey Hunter and if possible assault, though I doubt this will happen. Dreadnoughts and a few squads will fire into the Wolf Lords while two Purifier units will deal with the Thunderwolves, if I can get hammerhand off then I am alright.
Turn 4
The Rhino holding the last melta unit moves 6" towards my lines so Crowe doesn't auto hit next turn, if he survives. Wolf Lord unit moves up and is ready to charge the Purifiers in the tank crater on the right flank. Thunderwolves move and run down, they should be in assault.
Shooting; Long Fangs blast a Dreadnought, it gets cover from the Rhinos and is fine. Meltas fire at Crowe, only one hits and wounds and Crowe passes invulnerable save.
Assault; Wolf Lords charge into terrain and attack the Purifiers, I cast hammerhand and the halberd wounds the frost axe Lord, who passes invulnerable save, in return the frost axe kills all my Purifiers and next turn will get a extra 4 attacks! Thunderwolves multi assault unit of Purifiers by the centre wrecked tank and attack the Rhino on the front left, Purifiers cast hammerhand, at the end of combat two Thunderwolves are mush thanks to daemon hammers, the Rhino is wrecked and all Purifiers are dead thanks to them being fearless.
Grey Knights turn; squad out the wrecked Rhino moves up to tackle the unit of two remaining Thunderwolves, Crowe moves and runs towards Space Wolves objective while everything else remains static.
Shooting; Dreadnoughts and two Purifier units blast into the Wolf Lords, both Fenrisian Wolves are dead and the Frost-Lord is toast. Two units of Purifiers including the unit on foot blasts the Thunderwolves and scores a single wound.
Assault; Purifiers charge the Thunderwolves and cast hammerhand, but the warriors of titan fail and are completely destroyed while the Thunderwolves roam free.
* Tactical Notes
Ok, Shaun has caused some decent amount of damage this turn. He's took out the last Rhino on the front row and destroyed three Purifier squads; half my troop units. The Thunderwolves have caused the most damage by taking out two Purifier units and a Rhino.
I can't say I've done too bad myself. The frost axe wielding Wolf Lord is toast, the Thunderwolves have been cut down and Crowe is on his merry way and at least can cause a distraction.
Next turn Crowe will continue running if he is still alive, units will blast the Thunderwolves and Wolf Lord to bits.
Turn 5
Last Rhino moves 6" and targets Crowe with dual meltas. Wolf Lord smashes his way through terrain and past my objective and is ready to charge a Venerable Dreadnought. Thunderwolves smash their way through terrain and are ready to multi assault a Rhino and the other Venerable. The single Grey Hunter moves and runs onto the Space Wolf objective.
Shooting; Long Fangs blast the same Dreadnought again and cause shaken. Meltas blast and slag Crowe, if I had any chance of getting Shaun's objective there it goes. That's it for Shaun.
Assault; Thunderwolves charge the Dreadnought and Rhino, score no damage to against the Dreadnought, though the Dreadnought puts a wound on the power fist, though the power fist smashes the Rhino and it goes ka-boom! Wolf Lord charges the Venerable and scores weapon destroyed and shaken.
My fifth turn; Rhino closest to the Wolf Lord moves and through terrain and parks on my objective, unfortunately the Wolf Lord is still within 3" so I need to get him killed - he's got a single wound left. I bail out a unit of Purifiers from the centre rear Rhino and they move to assault the Wolf Lord while their Dreadnought moves to into terrain to block off the Thunderwolves in case they flank around, the Rhino gets immobilised thanks to dangerous terrain. Shaken Dreadnought passes fortitude and passes.
Shooting; the Purifiers on my objective blast the oncoming melta Rhino and score immobilised, the Dreadnoughts blast the Long Fangs as cannot draw
LOS on the surviving Grey Hunter, fail to kill any Long Fangs.
Assault; Purifiers out the exploded Rhino charge into the Thunderwolves, hammerhand fails, the plain Thunderwolf dies while the power fist smacks the Dreadnought about, Purifiers lose combat and one Purifiers dies thanks to fearless wounds. Purifiers charge the Wolf Lord and cast hammerhand, the Wolf Lord takes a pounding and has a single wound left, the Venerable Dreadnought gets battered and is now immobilised and has no arms left.
* Tactical Notes
Ok, Shaun has hit back and hit hard. The problem with the Purifier list is getting objective in capture and control, they really need to stay static to blast out the high fire power they have. Crowe was my small chance of getting the Wolf objective and he has been slagged. The Thunderwolves also are not dying as quick as I'd like and the Wolf Lord contests my objective, if the game ends then Shaun has got a deserved win.
If there's a next turn, I might bail out the Purifiers from the Rhino on my objective and batter the crap out of the Wolf Lord.
Turn 6
Game continues, lucky for me!
Only movement from Shaun is the two flamer Grey Hunters who move up and get ready to support the Thunderwolf in combat.
Shooting; Long Fangs fire at the immobilised Rhino as it's the only thing they can see which hasn't got cover, they score weapon destroyed. That's it!
Assault; Purifiers vs the Wolf Lord, Purifiers casts hammerhand and fail to finish off the Wolf Lord, the Venerable isn't so lucky and the Wolf Lord manages to wreck it. Purifiers vs the Thunderwolf, Grey Hunters pile in, the Dreadnought takes some damage and like a noob I didn't even pay attention to the Grey Hunters and put all attacks on the Thunderwolf, which I fail to kill - Purifiers lose combat and three survive.
No movement from me this turn.
Shooting; Purifiers on my objective blast the immoblised Rhino, only score minor damage. Autocannons blast the Long Fangs again, though fail to kill any. That's it!
Assault; Purifiers against the Wolf Lord cast hammerhand and the halberd kills the Wolf Lord before he can strike, yay! Purifiers again fail to kill the Thunderwolf, though do kill a Grey Hunter.
* Tactical Notes
Thew, that was a close one. If the game ends now I've got a draw, that damn Wolf Lord just wouldn't die. Speaking of not dying, that Thunderwolf is invincible!
Turn 7
Game rages on!
Grey Hunters bail out the immobilised Rhino, they move and run forward. That's it movement wise. Shooting the Long Fangs blast the immobilised Rhino, they fail to take it out. In assault the Thunderwolf cleans house, the Venerable Dreadnought explodes twice, that's with a re-roll too
btw and all Purifiers are dead, though I did take down the last Grey Hunter locked in that combat.
My turn, shooting I blast the Grey Hunters out the Rhino, they take a morale test and fail and fall back.
Game ends with a well fought draw.
Summary
Not only was that a epic long game, but it was pretty brutal as well. For the first few turns I held Shaun at bay and dakka'd anything which came within range and punched anything to death which came too close. And then came the Thunderwolves and it all changed, these guys cleaned house. In a single turn the Thunderwolves took out two Purifier units and a Rhino. I think overall they killed three Purifier units, a Rhino and a Venerable Dreadnought, that's about 700 points of my army!
I think I played well, the only mistake I made was being dumb and not paying attention which the Grey Hunters charged into combat with the Thunderwolf, could have killed them and maybe they failed morale, maybe...
Shaun played well, I think his only mistake was having those Thunderwolf units dither about and not get them into assault quicker. If both units would have been placed a little closer and also run in the first turn, then they may have made assault the third turn instead of fourth and perhaps had a bigger impact on the game.
List wise I think Shaun has it spot on. The list is pretty brutal and should be able to deal anything what is thrown at it.