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2015/03/26 08:25:56
Subject: 1850 CWE/Harlies vs. Space Wolves/White Scars (Complete- After action soon)
Warning: Following batrep contains unpainted models, unfold spoilers at your own peril. I stripped my army ~2 years ago right before graduate school started, but the re-painting has been slow and inconsistent. Also, as this is my first Bat rep w/ pictures, they are also inconsistent and shaky as well.
My opponent agreed to play a malestrom game, as it's my weakest playstyle. We rolled Cloak and Shadows (3 cards every turn, don't show opponent). I take Strategy Cards from the book, opponent takes wolf cards Night-fighting is on No Mysterious Obj
CWE/Harlies:
Spoiler:
HQ Shard Farseer (SFS w/guardians)- Jetbike, Shard of Anaris, Spear -> Death Mission, Doom, Mind War, Guide
Warlord Farseer (WLF w/Harlies)- Jetbike, Spirit stone Anath, Spear -> Shroud, Perfect timing, Prescience Warlord trait- Princeps of Deciet (womp womp)
Cast of Players (CoP) TM + Troupers x 8 - Kisses x9 Shadowseer- ML2, Mask -> Peal of Discord, Shard of Light, Veil of Tears Death Jester
Space Wolves/White Scars (SW/WS)
Spoiler:
**From Memory- not super familiar w/Space Wolves so not sure about list** HQ Iron Priest x 2 on Thunderwolves w/cyberwolves Wolf Lord - Storm Shield, TH Warlord trait -> Re-roll save once per turn Chapter Master on bike w/shield eternal & TH
TWC x 5 TWC x 5
5 bikers w/ HB attack bike 5 bikers w/ HB attack bike 5 bikers w/ HB attack bike 5 bikers w/ HB attack bike
Deployment- Hammer and Anvil
Board set up w/ markers
Spoiler:
Opponent supplied Objective bases, but had lost objectives 4 and 6. I brought 2 plain gray base here is Obj 4. Gray base w/broken Guardian foot is Obj 6.
Objective 6 (Guardian foot on base) in forground, Obj 5 midground, Obj 3 background
Obj 1 in forground, Obj 2 in background in building doorway.
Board Overview.
Space Wolf Deployment:
Spoiler:
Full forward on the line, as the list would suggest. The list is hyper aggressive and my opponent properly deploys as such.
CWE/CoP
Spoiler:
My deployment. Just a hair away from the line, on the off chance he rolls a 12" charge.
My thoughts: My opponent has very little shooting, so I'm not very worried about that. I am a bit concerned w/the barrage from the CM and spread out appropriately, but other than that I don't expect many casualties. Night fighting is in effect, so Harlies behind the bridge are getting a 2+, Guardians are getting 4+ and his bolters are only single shooting first turn. I'm potentially giving up 1-2 from each squad in order to hit hard with all my shooting first turn. WS's in back as there's no reason to get any closer. War Walkers hang back next to farm house in lower left. Close enough to Harlies to get crusader for battle focus, far enough back to lure my opponent into the corner w/o any objectives.
Jetbikes and Nightwing in reserve. Roll to seize (in order to power up) fails. Wolf turn 1.
SW/WS Turn 1:
Spoiler:
Movement: everything moves 12" forward
Shooting: As predicted, very tame. I lose 5 guardian to bolters, and 0 Harlies thanks to the 2+ cover. CM Barrage goes wide on guardians, but does manage to land on the Farseer and another guardian. Heart attack avoided when LOS is passed, and 2 guardians bite it. One attack bike squad hangs back due to lack of room, and incase back Obj's are drawn. Left most Wolves squad claims Obj. 5 for a malestrom point.
Grand total 7 guardians. The gambit paid off w/minimal losses. Now I just need to capitalize.
SW/WS: 1 CWE/CoP: 0
CWE/CoP Turn 1:
Spoiler:
Movement phase everyone moves up. Warp Spiders move to shoot bikers aiming to grab first blood, WWs move to do the same incase they're needed. Guardians shuffle forward into range, WS's shift in backfield.
Psychic phase: 5 dice from pool, giving me a total of 11 WC to my opponents 5. SFS tries to cast Guide on guardians w/2 dice, fails WLF Casts Prescience on Harlies w/2 dice, pass on 2. SFS Casts Doom on Middle wolf squad (containing CM and Iron Priest) on 2 dice. 2 success force my opponent to blow all his dice dispelling Doom off the squad. There really was no choice, as the prescienced Harlies + doom would had a real chance to neuter the squad in one turn. WLF Casts invis. on Harlies w/5 dice. Given I only need 1 success (Spirit Stone of Anath) and my opponents burned his dispel dice, it's virtually guaranteed. .... 1, 2, 2, 3, 3.
I'm hurting now. The harlies are too far forward to avoid any charge, let alone one charge. And that's even if I wanted to, which I don't. The Harlies are the only thing preventing the Wolf-star from ravaging the backfield, so they have to charge. Normally Harlies rely on a devestating punch to survive combat, but w/ 3++ saves squad wide that's not going to happen. W/o Invis the harlies are going to take a beating they won't recover from. If I'm creative w/positioning and really lucky, then my Harlies might only get maimed not slaughtered.
Shooting: Warp spiders Battle Focus forward to shoot into the bike squad sandwiched between the two wolf-stars, killing all but 2. Red/blue WS finishes off the squad for FB. Primed WS shoots into Bike squad on Left side (from picture) of building, killing 1. Guardians focus fire into same squad, killing all the bikes and taking the attack bike down to 1 wound. Harlies plink a few shots at Wolves, do one wound.
Assault: WSs jump back to bridge to try and avoid inevitable charge by wolves. Harlies bite the bullet and charge. No deaths to overwatch, and on to CC. Harlies win combat 9:5 Partially thanks to clever blocking out, partially due to dumb luck, 3 TWs don't get to attack at all saving the Harlies from being brutalized. W/the -2 LD from mask, Wolves fail morale and Harlies fail to catch. Wolves fall back 9", Harlies consolidate back behind bridge for cover.
No Objectives achieved. TW/WS: 1 CWE/CoP: FB
SW/WS Turn 2:
Spoiler:
Movement: TW Cav on left side of board set up to charge Warp Spiders. TW Cav w/CM recover and prepares to charge Harlies.
Attack bike moves up to make room for back bike squad to move forward towards the guardians. Right most bike squad moves up around building towards guardians, getting w/in 3".
Shooting: TWCav on left plink at Warp Spiders, killing 1. TWCav w/CM and lone attack bike shoot at Harlies, killing 2. Untouched bike squads shoot guardians, killing 4 more.
Assault: TWCav on left charge into WS. After overwatch only one model makes BtB, allowing only 2 TWCav to attack and 3 wolves. Warp Spiders miraculously survive only losing 3 more and HnR out of combat towards bridge.
Bikes on left side of house declare charge on Guardians, losing 2 to overwatch falling out of charge range. Bikes on right side of house w/in 3" of guardians declare charge..... Apparently my dice aren't the only ones going cold
Lone assault bike declares assault on Harlies to absorb overwatch, and sure enough stops a bullet with his face. TWCav w/CM are now free to assault Harlies w/o overwatch, and do so. This time my opponent dictates BtB, and I'm going to pay for it. Troupe Master declares challenge against CM, attempting to save some wounds on the squad (he'd already taken a wound earlier, so no worries about doubling out). Fortunately, the TMs WS 7 means only 1 attack hits, and is saved. TM manages to sneak a wound through the CMs armor in return.Rest of the troupe doesn't fair as well with all but the shadowseer and Farseer dying, and both of them taking a wound. Harlies are fearless, and stay.
Harlies HnR out..... . Or not. This squad just plain can't catch a break.
SW/WS: 2 CWE/CoP: FB
CWE/CoP Turn 2:
Spoiler:
Malestrom Objectives : Obj. 3, 4, 6 Movement: I start getting in a hurry here and forget to take shots so no pics of this turn, apologies. WWs shuffle by house, trying to put a bit of distance between them and the left most Wolfstar. Warpspiders angle to move grab Obj 3 (they will fall an inch or two short) and get shots on the Left most Wolfstar.
Nightwing comes on next to bridge and angles to shoot at bikers on left side of house, Jetbikes don't come in. Black WS sits back on Obj 4 to grab the Malestrom point there. DAWS (Red/blue WS). Moves forward to shoot at bikers on left side of the house and position for late turn turboing. I'm taking a large risk here. There's not much left of the Harliestar, and this positions put the WS right behind them. Unfortunately I don't have the range to turbo over the fray yet, so have to roll the dice hard on this one. Guardians move up to shoot into bike squad on right of house.
Psychic phase: Guide goes off on Guardians. I take no chances this time, 6 dice into Invis to ensure it goes off. Get 3 successes and my opponent doesn't bother to try and dispel. Prescience goes off, doom on right most bikes fails.
Shooting: Nightwing and WS combine to take out most of left most bike squad. They fail morale and fall back. Guardians and black WS fire into right most bike squad, killing all but one. Warp Spiders and War Walkers combine to whittle down the left Wolfstar to just the Iron priest, Sarg, Warlord and a single wolf. Warp Spiders battle focus toward Obj 3, WWs battle focus back further into near left corner.
Assualt: Warp Spiders assault move towards Obj 3, fall an inch or two short. Guardians charge remaining biker on right side of house, clubbing him to death through sheer volume of attacks. Consolidate forward along board edge on right side of house, away from Wolfstar.
Wolfstar w/CM vs. Harliestar: Blessedly uneventful thanks to Invis. Shadowseer and Farseer combine to put a wound on an already wounded TCav, killing him. CM rolls the lone 6 on Wolf side of combat, and TM fails his save getting squished. Combat draws.
SW/WS: 2 CWE/CoP: 1 +FB
SW/WS Turn 3:
Spoiler:
Movement: Bikes rally and go to block guardians from advacning in backfield. Left Wolfstar breaks up, Warlord and pup going after Warp Spiders Iron Priest and last TWcav go after WWs. Gleefully there isn't much left for him to move.
Shooting: Bikes shoot into guardians, killing 3. Wolf lord plinks into Warp Spiders, killing 1.
Assault: Bikes declare charge against guardians, fail 8" charge
Iron Priest and TWCav assault WWs. WWs wiff, 1 WW takes 2 HP blowing up on second hit. No damage to anyone, combat sticks.
Lone Wolf Lord and pup assault Warp Spiders. Warp Spiders do nothing in overwatch, and continue whiffing in combat. My opponent, being the courtious gentleman he is, does the same only killing 2 other Warp Spiders w/6 S6 Ap2 attacks. Warp Spiders pass morale. Warp Spiders HnR out of combat......... . I guess the dice are at least being fair and crapping on both of us.
Wolfstar vs Harliestar: Shadowseer and Farseer are all that's left, and they are defiant to the last. No wounds make it through the armor saves though. Wolfstar hits 3 times, but it's more than enough to do the job. Wolves consolidate.
SW/WS earn Slay the Warlord and Unleash the Wolves
SW/WS: 3 + Slay the Warlord CWE/CoP: 1 +FB
CWE/CoP Turn 3:
Spoiler:
Malestrom: Obj. 3, Obj. 6., Behind enemy lines
Again, get caught up in my turn and forget to take many pictures.
Movement: Both bike units come on.
I'm down a bit and have lost my heavy hitter, but still in the game. I have a plan to win, I just need a few things to swing in my favor. Black WS (empty) takes one for the team and turbos over to Obj 6 by the bridge. Unfortunately the WS is to far back to move forward enough to avoid a charge, so I make his last move count. Jetbikes come in on left and right sides of board, 12" up ready to turbo. Guardians advance towards last bike squad on Obj 1. DAWS turbos ~6" back from Black WS along the board edge, praying the Wolf Lord doesn't notice it. Nightwing takes advantage of Vector dancer to move latterally backwards and keep on target w/Wolfstar.
Psychic phase: Down to just one Farseer now. Guide fails to go off on the Nightwing, womp womp. Doom goes off on bikes.
Shooting: Guardians polish off the bike squad and battle focus forward. Left most Jetbikes turbo onto Obj. 3. Right most Jetbikes turbo forward next to guardians. Nightwing wiffs against Wolfstar, doing nothing but tickling their puppies.
Assualt: Warp Spiders are predictably massacred, Wolf Lord consolidates and looks hungrily at the WS on the edge.
WW's wiff in combat, again. Iron Priest and Srg remember how to fight and put a mighty 5 armor pens on the WWs. WW invuln goes ham and saves all but 1 . 1 pen's enough to blow up a walker, but combat remains locked.
Space elves pick up Obj 3 and Obj 6.
SW/WS: 3 + Slay the Warlord CWE/CoP: 3 +FB
TW/WS Turn 4:
Spoiler:
Movement: Wolfstar w/CM breaks up. CM goes towards backfield to deal jetbikes, Iron Priest heads to deal with WS on Obj. 6, TWCav move to claim Obj. 4. in my deployment zone. Lone Wolf Lord, Warp Spider blood still on his axe, heads towards the WS on the edge, despite it's attempt to fly casually.
Shooting: Nada. TWCav run to secure Obj 4.
Assault: Iron priest easily destroys WS.
CM takes a wound to overwatch, then slicks his tires in Eldar blood. Consolidates in general direction of Guardians
(This is actually during my turn, as the Nightwing has turned around already. You can just make out where the CM consolidated to underneath the Nightwing. WS has already moved but not turbod towards back corner)
Lone Wolf Lord fails a pretty lengthy charge (remember, in picture above Wolf Lord is in same position, but WS is almost parallel w/black WS on board edge).
Iron Priest and Srg. finally kill last WW. Consolidate towards bridge, but are functionally out of the game.
SW/WS Claim Obj 4, and Behind enemy lines. Small rules dispute here, as my opponent is attempting to claim the D3 VPs from having 3 units in my deployment. I dispute, saying he only has 2 units: TWCav from his main wolfstar on Obj. 4 and TWCav + Iron Priest that just finished off the WWs. He interprates it as 2 TWCav units + the Iron Priest, but I indicate the Iron Priest is still attached to the TWCav Srg making them only count as one unit. He agrees and only takes the 1 VP. I include this here simply to make sure I wasn't cheating my opponent out of deserved points. I feel pretty confident in my argument, but would like to be certain. After all, I was about to use this exact trick myself....
SW/WS: 5 + Slay the Warlord CWE/CoP: 3 + FB
CWE/CoP Turn 4:
Spoiler:
Maelstrom: Obj 2, Behind enemy Lines, King Slayer
Movement: Guardians shuffle towards CM hoping for a good battle focus to get in shuriken range of CM before the inevitable charge. Farseer detaches to get in opponents deployment zone. Nearby jetbikes shuffle to Obj.2 in building entrance.
WS moves toward enemy deployment zone. Nightwing swings around to put Wolf Lord in his sites. (same shot from before, different angle)
Psychic phase: Guide goes off on guardians, nothing else in range.
Shooting: Guardians get a decent battle focus but not enough, so shuffle backwards instead. They fire 2 BL shots at CM, putting a wound on him and taking him down to 1 remaining. Nightwing shoots at Wolf Lord, killing pup and doing a wound after Warlord re-rolls a failed armor save. WS turbos into back left corner behind tower, Farseer turbos to back right corner, Jetbikes turbo to be w/in 3" of Obj 2 and wholly in opponents deployment zone.
CWE/CoP pick up Obj2 and Behind enemy lines w/3 units (WS, Jetbikes, Farseer) to get the D3 roll... . And just like that I'm in the lead.
SW/WS: 5+ Slay the Warlord CWE/CoP: 7 + FB
SW/WS Turn 5:
Spoiler:
Movement: Lone Wolf Lord moves to try and hunt down the WS that got away. Iron Priest that killed the other WS follows suit. CM moves to murderlate some more guardians (and these don't even have the jetbikes). TWCav on Obj4 stay put (opponent drew it again). Other Iron Priest and TWCav are effectively out of the game.
Shooting: lols. Lone wolf and Iron Priest run to try and box in WS.
Assault: CM declares assault on guardians.
Lets play a game: these two pictures were taken a half game turn apart from roughly the same angle. Can you spot the differences? 1. In the second picture the WS is just visible in the upper right corner (blue/red blur). 2. Iron Priest w/wolf replaces Wolf Lord w/wolf in nearly identical spot 3. Wolf Lord is now alone and just visible between 2 trees in upper right corner 4. Most importantly: CM is nowhere. Guided Guardians smoke him in overwatch.
SW/WS: 6 + Slay the Warlord CWE/CoP: 7
CWE/CoP Turn 5:
Spoiler:
Malestrom: King Slayer, Obj. 6, No Prisoners (destroy one unit in your turn)
Movement: Nightwing flyes after Wolf Lord, Guardians shuffle to board edge. Farseer moves towards Wolf Lord. WS angles towards Wolf Lord, while DA's get out and form a ring around the WS to shoot the Wolf Lord and screen him from charging the WS should he survive. Jetbikes sit still.
Psychic phase: Farseer guides the Nightwing, and throws rest of dice to Doom the Wolf Lord (opponents warlord). Opponent fails to deny
Shooting: Nightwing puts on several wounds, Wolf Lord fails one forcing him to use his armor re-roll for the turn. Wound is saved. Guardians shoot at Wolf Lord, hits once, wounds, saved. WS does a handful of wounds, with one making it through. One remaining. DA shoot and put 3 wounds on him. Wolf Lord down Roll my D3 for King Slayer and get 1 point. We roll to continue but game ends.
Final Score
SW/WS: 6 +Slay the Warlord + Line Breaker = 8 CWE/CoP: 9 + Slay the Warlord + FB +Line Breaker = 12 (The picture shows Obj 6 twice, but I'm pretty sure it was just in my hand at the end of the game and I laid it down on accident)
After action report:
Spoiler:
Soon.....
This message was edited 19 times. Last update was at 2015/03/28 06:07:54
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets.
Voltaire
2015/03/26 10:57:29
Subject: 1850 CWE/Harlies vs. Space Wolves/White Scars (Turn 2 Wolves)
Thanks. This game definitely made me think on my feet. The dice took an equal dumping on both of us throughout the game, but losing Invis on what should have been upwards of 94% chance put me on the backfoot almost immediately.
Hopefully will get a couple more turns up tomorrow.
Lurker wrote:Wow! The middle of that board looks spartan!
Yep. I was running late, so we just picked a table and went with the terrain on it. We usually play with more than that, but we were just trying to get the game done at a reasonable hour. Our FLGS is amazing and will stay open until the last game ends, but I try not to abuse the goodwill. So we just went with with what was ready so we could get to massacring each other.
Since both of our armies were hyper mobile and mostly ignored terrain anyway, it wasn't a huge deal. I may have benefited slightly more than him from the lack of BOLS terrain, but not by much given his entire army was T5 w/ 3++ stormshields and Jink. I could have benefited from more terrain by bottle necking charges and limiting how many of his models made combat, but again that would have only been minor as well.
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets.
Voltaire
2015/03/28 06:31:14
Subject: Re:1850 CWE/Harlies vs. Space Wolves/White Scars (Complete- After action soon)