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2012/09/18 21:26:03
Subject: 3000 Pts - Space Wolves/Grey Knights vs. White Scars/Orks
So this is my first Battle Report, seems a tad dry but I'm not the greatest of writers, so it's just the facts here. A little practice and who knows, maybe I'll be as good as Ailaros! First attempt at pictures as well. I really enjoyed taking notes during the battle too, I'll probably keep doing it even if I'm not writing a battle report. Only got in three turns because of the store closing. This was my 2nd IRL game (I've played 2 other games on Vassal), and it was the second game ever (first in sixth ed) for the White Scars player so it went a little slower since everyone was getting educated. Without further ado ....
3000 Pts – Space Wolves/Grey Knights vs. White Scars/Orks (1500 Pts per Army)
Decided due to size of armies to do Dawn of War deployment and rolled for the Relic mission. Warlord traits were rolled for, but pretty much had no effect or come in to play for the game. Roll off for first turn, SW/GK team won and elected to go second. WS/Orks deployed first followed by SW/GK. After deployment, GK’s Vindicare Assassin deployed to the 2nd floor fo the red ruins. And WS’ landspeeder moved forward to the wall in front of it. SW/GK attempted to steal the initiative and failed. Roll for night fight and it will be in effect only for the first turn.
Spoiler:
A – Rhino with Grey Hunter Squad and Predator Annilator behind the ruins, Dreadnaught with Assault Cannon and Dreadnaught Close Combat Weapon inside the ruins.
B – Purifier Squad with Xenos Inquisitor inside the Red Ruins. Vindicare Assassin on the top floor of the ruins.
C – 2 Grey Knight Squads, each with embarked Purifier squad. Behind that was another rhino loaded with a Grey Hunter squad led by a Wolf Guard.
D – Inside the ruins was Castellen Crowe and a Rune Priest in Terminator armor with 4 Wolf Guard in Terminator Armor (one with Assault Cannon, another with chain fist)
E – Rhino with Grey Hunter squad and Dreadnaught with Dreadnaught Close Combat Weapon and twin linked Lascannon.
F – Long fangs with 3 Missile launchers and 2 Heavy Bolters
G – Dreadnaught with 2 twin linked autocannons.
1 – 3 Deff Koptas in front of a Battle Wagon and 10 Burna Boys with Warboss
2 – 30 Boy mob with shootas and choppas
3 – looted wagon
4 – 30 Boy mob with shootas and choppas
5 – 6 man Stern Guard squad
6 – 10 man assault marine squad
7 – 3 man bike squad, standard bearer, veteran sergeant, and Khan
8 – Landspeeder with a MultiMelta and a Razorback with twin linked lascannon
9 – RESERVE: 10 man tac squad with missile launcher and plasma gun in rhino, 5 bikes with 1 attack bike (with MultiMelta), and 5 man assault terminator squad to Deep Strike
10 – RESERVE: 30 boy mob with shootas and choppas and 1 Burna Bomma
Turn 1 (White Scars / Orks)
Spoiler:
Assault Marines and Stern guard move into the ruins. Deffkoptas move forward, while Burna Boys with the Warboss get into the Battle Wagon. Both mobs move up the streets, while the looted wagon moves to the front of the ruins. Khan and his bikes move forward followed by the razorback. The Landspeeder moves right and forward in front of the ruins with the Stern Guard and Assault Marines.
The shooting phase starts with both mobs of boys running forward. The Landspeeder attempts to shoot the Space Wolf rhino in front of it and misses with it’s MultiMelta. Khan and his bikes fire at the Long Fangs on the top floor of the ruins, causing two wounds but both are deflected by Armor Saves. The looted wagon fires it’s main gun at the 2 GK rhinos. The shot hits, barely missing Crowe but touching both Rhinos. It fails to glance/penetrate, the other rhino passes it’s cover save to avoid the penetrating hit on it. Finally two of the Deff Koptas close out the shooting with their twin linked missile lanchers by getting a single glancing hit on the dreadnaught in the ruins.
Nothing in the Assault Phase.
Score at the end of the turn: 0-0
Turn 1 (Space Wolves / Grey Knights)
Spoiler:
The Predator Anniliator and the Rhino move around the ruins, while the Dreadnaught turns to face the Deff Koptas. The Purifiers in the ruins move forward to occupy the second floor windows. The 2 Grey Knight rhinos and 1 Space Wolf rhino move forward towards the relic. Crowe along with the Rune Priest and his guard move forward in the ruin, while the Dreadnaught and the rhino next to them move forward. The Long Fangs stand fast.
The Long Fangs open the shooting putting everything into the Razorback. The Heavy Bolters hit twice, but fail to glance while the missile launcher hits once causing a glance and the cover save (for night fight) is failed, it loses a hull point. The Rhino fires it’s storm bolter at the landspeeder, succeeding at getting two glances. One save is failed and takes it down to one hull point. The Grey Knight Dreadnaught also shoots at the landspeeder but the 1 glance is avoided with a successful cover saves. The lascannon dreadnaught fails to hit the razorback despite being twin linked. One of the Grey Knight rhinos shoots at the landspeeder and fails to hit. A finally attempt at the Landspeeder by the Rune Priest’s squad produces three more glancing hits which are all saved. The other grey knight rhino shoots at the middle mob of boys and kills 1. The Purifier squad in the ruins fires at the same mob, causing 10 wounds. The cover save provided by Night Fight rules saves all but 3. This gives first blood to the Grey Knights. The Sniper fires at the bikes, causing a single wound that is saved with cover. Crowe runs forward. On the fire side, the Predator fires its lascannon at the battlewagon and failed to hit and failed to hit on the reroll. Finally, the Dreadnaught fired it’s assault cannon and stormbolter while the rhino fired it’s stormbolter at the unit of deffkoptas, causing 4 wounds and killing 2 of the Koptas. The remaining Kopta successfully passes it’s morale check.
Nothing in the Assault Phase.
Score at the end of the turn: 1-0 SW/GK
Turn 2 (White Scars / Orks)
Spoiler:
Turn starts by rolling for reserves. The Orks failed to bring on both the 30 boy mob and the Burna Bomma. The White Scars rolling successfully for the assault terminators and a the bikes, while the tactical squad in their rhino stayed in reserves. The Bikes were able to outflank and came in behind the Predator Anniliator. The Terminator’s attempted to deep strike behind the Rhino and Lascannon Dreadnaught. The resulting scatter put them on top of the Rhino, a 1 is rolled for the mishap chart and the poor terminators are lost forever to the warp. The two ork mobs move forward, with the middle mob getting one of the boys within base to base with the relic. The assault marines jumped out of the ruins. The resulting dangerous terrain check killed one of the Marines and put a wound on the chaplain.
The landspeeder attempts to use its MultiMelta on the dreadnaught and fails to hit. The Razorback is more successful, and is able to destroy the a twinlinked lascannon and remove a hull point from the dreadnaught. Khan and his bikes shoot at the Crowe, scoring 3 wounds that are all saved. On the other end of the board, the Attack Bike’s Multimelta fails to hit the rear armor of the Predator, but 2 bolters are able to get a glancing hit. The remaining Deffkopta shoots at the dreadnaught, scoring a hit but failing to get past it’s armor. Finally the looted wagon tries to shoot at the rhino on that end of the board, the resulting scatter puts it on top of the dreadnaught, scoring only a glance and taking it down to 1 remaining hull point.
The first assault was with the furthest boys from the relic going for one of the lead grey knight rhino. The resulting overwatch kills none, but the mob failed to reach the rhino and thus nothing happens. The assault Marines are able to assault 9” into the same rhino and don’t face overwatch. The resulting combat sees 5 hits resulting in 3 penetrating hits and wrecking the rhino. There’s no explosion and the purifiers are able to get out, and do so in front of the mob of boys in the middle of the table. Finally Khan’s squad assaults Crowe. Overwatch fails to hit. Crowe challenges Khan, and Khan accepts. Khan produces 3 wounds, including rolling a 6 on one causing instant death. Crowe fails 2 of his saves, including the one from the instant death attack. He activates Heroic Sacrifice and kills Khan as he dies. Slay the Warlord to both sides.
Score at the end of the turn: 2-1 (Space Wolves/Grey Knights)
Turn 2 (Space Wolves / Grey Knights)
Spoiler:
The Predator moves forward to try and get away from the bikes, the dreadnaught in the ruins moves forward towards the Deffkopta. The Grey Hunters in the rhino disembark and move towards the bikes. The Rune Priest and his guard move forward towards the bikes formally led by Khan. The remaining Grey Knight rhino takes a left and heads towards the other mob, while the newly disembarked Purifiers (from the destroyed rhino) move towards the center mob. The 1 armed dreadnaught moves towards the assault Marines. The Grey Knight dreadnaught moves towards the center of the table. The Purifier squad in the red ruins move down to the bottom floor and start for the door.
The Predator opens up on the battlewagon with Lascannons and Heavy bolters, only 1 hit from one of the heavy bolters and it fails to glance. The sniper opens up on the battle wagon and is able to take glance it, taking it down to 2 hull points. The Grey Knight dreadnaught is able to get another glance on the landspeeder and wrecks it. The Purifiers from the destroyed rhino fire at the middle mob of boys and kill 2. The purifier squad in the red ruins decide to run and get out in the open. The Grey Hunters that disembarked from the far rhino shoot at the bikes, the plasma guns kill 2 and the bolters kill 1 more. The resulting morale check sees them fail, and they run 9” directly forward towards the predator. A dangerous terrain check does nothing to either. Their rhino, fires at the far mob of boys and kills 1. The dreadnaught in the ruins fires at the bikes causing no wounds. The one armed dreadnaught fires at the assault marines, causes 2 wounds both of which are saved. Finally the Long Fangs fire at their missile launchers at the razorback and are able to wreck it. The Heavy bolters fire on the assault marines, and the single wound is saved.
Assaulting starts with the dreadnaught in the ruins attempting to assault the breaking bikes. The resulting overwatch sees the Multimelta causing a explosion. Neither the bike or deffkopta in the blast radius are wounded. The one armed dreadnaught assaults the assault Marines. It’s able to kill 1 before it’s destroyed by a krak grenade. The Rune Priest and his Wolf Guard assault the bikes in front of them. Overwatch causes a wound but is easily saved with armor. The bikes cause 2 wounds and both of those are saved. The Wolf Guard attack back, causing 6 wounds, including 5 from the Power Fists. The bikes are killed. The marines then consolidate towards the two mobs of boys. Finally, the purifiers from the destroyed Rhino assault the mob of boys in front of them. Overwatch causes a wound that is saved. The Justicar attempts to use Cleansing Flame. A double 1 is rolled, killing the Justicar, but the resulting psychic attack causes 13 wounds, of which only 1 is saved. The resulting gap makes piling in difficult. The nob is killed and then no one gets to attack until the Initiative step 1, which results in 2 more dead Orks. Despite losing by 16 total wounds, there are still 11 Boys, which makes them fearless. They are now locked in combat.
Score at the end of the turn: 2-1
Turn 3 (White Scars / Orks)
Spoiler:
Bad luck continues with Ork reserves as neither the boys or the Burna Bomba come in this turn. They declare a Waaagh!!! The White Scars succeed in bringing in their last squad and are able to outflank and deploy them near the long fangs. The battle wagon moves up and the burna boys deploy and move forward. The mob of boys not in close combat move toward the red ruins and the Purifier squad inside. The Sternguard are able to move up and occupy fire positions in their ruins, while the Assault Marines move towards the building with the long fangs.
The looted wagon attempts to kill the wolf guard and the rune priest, but the ordnance scatters backwards and lands on top of the Purifiers and Orks locked in close combat, 1 Purifier and 4 boys die in the blast. The bikes automatically regroup and fire their multimelta shot into the side of the Predator, the explosion fails to wound the attack bike or the biker. The mob not in combat fires at the purifiers in the red ruins, 60 shots result in 20 hits resulting in 11 wounds. 9 of those wounds are saved, and 2 more Grey Knights die. The Stern Guard shoot at the Wolf Guard and Rune Priest. The resulting fire causes 3 wounds, 2 failed saves, and 2 failed Look Out, Sir! rolls later and the Rune Priest dies. Slay the Warlord for the White Scars. The Burna Boys run forward. Finally the Rhino that came in from reserves fires its storm bolter, and the marines inside fires to kill both of the Heavy Bolter Long Fangs. The ensuing morale check is failed. This causes the Marines to leap from the third floor, and the fall kills one more Long Fang. The Sgt and 2 remaining missile launchers fall back 9”.
The assault phase opens with the Assault Marines attacking the Grey Knight dreadnaught. Overwatch does nothing and the combat is then fought to a nil-nil draw, locking the two units in close combat. The combat in the middle continues between the Purifiers and the ork mob. The Grey Knights are able to kill 2 before the orks get their attack. 4 wounds caused by the boys, results in one death before the final initiative step GKs get 0 hits. The GKs win by 1, the morale check is failed, but only because of the -1 to leadership for the wounds caused. The Orks then get overrun as they try to flee and the Grey Knights consolidate in base to base with the relic. Finally the other mob of boys assault he Purifiers from the red ruins. Overwatch is able to kill 2 boys. The Grey Knight’s attempt to use their Psychotroke grenades to no effect, the same can’t be said for Cleansing Flame. The psychic test is passed, and the resulting attack kills 14 boys. With the help of the Waaagh!! The orks are able to wound 9 but the Grey Knights save 7 of them. An attempt to Look Out, Sir! is made on the Inquisitor but it fails, and she’s now down to 1 wound. The boys fail their morale check and are able to avoid getting overrun so the purifiers consolidate.
Score at the end of the turn: 2-2 tie
Turn 3 (Space Wolves / Grey Knights)
Spoiler:
The Wolf Guard move towards the assault Marines. While the Grey Hunters in the rhino in front of the razorback disembark. The final rhino (with grey hunters embarked) passes it’s dangerous terrain check as it moves through the ruins towards the assault Marines. The Purifier squad still in their rhino disembark, while the other purifier squad moves towards the breaking mob. The last Purifier squad with the relic moves 6” back towards their side of the table. The Long Fangs regroup and move their 3” towards the White Scars rhino.
The Wolf Guard try to exact revenge for their Rune Priest and open up on the stern guard, only killing one with a rending shot from the Assault Cannon. The recently disembarked Grey Knights fire at the Burna Boys resulting in 9 kills a wound on the warboss. The Grey Hunters in the ruins fire at the bikes and are able to kill the last bike and put a wound on the attack bike. The Long Fangs fire at the White Scars rhino, and despite snap shooting are able to score a glance and a penetrate. The glance is ignored with a cover save, but the penetrate immobilizes the rhino.
The only assault comes from the Purifier Squad formally in the ruins attacking the remaining mob of a few boys. No overwatch wounds are caused. The Grey Knights successfully use Cleansing Flame to kill 4 boys, going through the initiative steps results in the rest of the boys being killed with no losses to the Grey Knights who consolidate towards the ruins with the looted wagon.
Score at the end of the turn: 2-2 tie
The store closed and we were forced to end the game here. The White Scars attack bike was just inside the Space Wolf/Grey Knight deployment zone granting them Line Breaker and another Victory Point, Score: 3-2 WS/Orks. The Grey Knights had control of the relic at the end, giving 3 VPs.
Final Score
Spoiler:
5-3 Space Wolves/Grey Knights
W40k, FoW, Bolt Action
2012/09/19 03:23:26
Subject: 3000 Pts - Space Wolves/Grey Knights vs. White Scars/Orks
For what you got in that's a good report! A little constructive note on what to consider in the future, is an analysis on what you think you did well, did poorly, learned, etc.
2800 pts. 2000 Pts
2012/09/19 21:18:51
Subject: 3000 Pts - Space Wolves/Grey Knights vs. White Scars/Orks
Necronboy wrote: For what you got in that's a good report! A little constructive note on what to consider in the future, is an analysis on what you think you did well, did poorly, learned, etc.
Appreciate the note, Necronboy!
I was the Space Wolf player in this battle report. I've never played Orks or White Scars before, and the Grey Knights had barely come out when I was forced to stop playing awhile ago. So in terms of learning, I got to see a few armies I've never seen before. I was initially intimidated by the Orks just based on shear number ... up until the point where I saw how quickly they die when you shoot at them.
I think our deployment was good, we put up a fire base around the relic to protect it, and the streets funneled the boys into it. I think the size of the mob worked to a disadvantage here as he created a smaller front and caused many of the boys with shootas to be out of range if they were in the back of the mob. I kind of ended up being more shooty in this one then I would imagine a SW army to do, and I was just a supporting effort to the Grey Knight player. I think this worked out fine, even if it wasn't discussed. I kind of let myself get pushed around a tad because I was the least experienced player of the two of us and I think his personality type made him want to be in charge. I let it up happen, and it worked.
There were a couple of opportunities where I could have shot, that he said no, so I didn't shoot. I don't so a lot of circumstances not to shoot. As they say, "Shooting without Moving is wasteful, moving without shooting is suicide". One of the examples was in turn 1, when I fired the WG terminators at the landspeeder. I should have used the LL attack, Str 7 .. assault D6. Potentially he could have killed it outright, but in his eyes "we've wasted to much on it already" ... I've already fired the terminators at him, the RP was with them he couldn't shoot at anything else. I should have gone and done it anyway. Obviously there are situations where you don't want to fire. I wanted the terminators to assault the 2 bikes, potentially I could have slaughtered them with 4 storm bolters and an Assault Cannon and killed both bikes. I'd have nothing to assault ... learning point there.
As for something I feel I could have done better ... Perhaps I spread my forces out a little to much. I think in our deployment we had everyone pretty well mutually covered, but as we saw in Turn 3, when the rhino and tac squad came over they were able to cause the LFs to break with a few kills. The units that were supposed to support them had moved away or been destroyed. On the other end, the Grey Hunters were able to protect the Predator for an additional turn when the bikes tried to kill it. In retrospect, I wish I had just kept the rhino behind the predator. I think I was a tad spread out in deployment and this is a mistake i've made several times and don't seem to learn from.
W40k, FoW, Bolt Action
2012/09/22 12:01:55
Subject: 3000 Pts - Space Wolves/Grey Knights vs. White Scars/Orks
NIce report! One thing that didn't work for a while with me was that the spoliers weren't working.... stupid computer.... anyways, the analysis at the end was good.
"My Lord, what fools these mortals be!"
~ Puck the Fairy King
From Shakespeare's
Midsummer's Night's Dream