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Made in us
Sergeant First Class





Northern VA

So entered my first tournament on the past Saturday. Originally planned for 3 games, it eventually was 4 games. So this is the first in a series of 4 battle reports to cover those games. Armies were 1500 points and all missions came from the rulebook (some slight variations done by the tournament coordinator to changes things up).

Opening match was against Imperial Guard. When players were pulling their armies out of their bags, one guy pulled out 3 Vendettas. When I saw them I thought to myself, “Self … I hope I don’t play that guy, because I have no AA weapons.” Well, guess who I draw for the first game? Here’s his list:

CCS w/ Astropath and Regimental Standard (95)
Inf Platoon (265)
PCS w/ Mortar
2x Inf Squad w/ AC
2x Inf Squad w/ Flamer
Inf Platoon (215)
PCS w/ Mortar
3x Inf Squad w/ Melta Gun
Vet Squad w/ 2x Flamer, Heavy Flamer, Demolitions (130)
3x Vendetta (separate squadrons) (390)
Griffon w/ Heavy Bolter (75)
Manticore w/ Heavy Flamer (160)
LRBT w/ Hull and Sponson Heavy Bolters (170)

My list can be found here: http://www.dakkadakka.com/dakkaforum/posts/list/477821.page

Mission was Purge the Alien with Dawn of War deployment. We both rolled on the strategic chart for warlord traits. He rolled a 1 and could move through ruins (which he had none on his side of the table) and I rolled a 3 to get acute senses for my outflankers. I have no outflankers and already have Acute senses. Essentially worthless bonuses for both of us.

Deployment

Spoiler:
He rolled higher and elected to go first. He blobbed up his inf squads and put them in the 2 pieces of area terrain he had in his zone. He put the PCS behind the 30 man blob and the CCS squad behind the 20 man blob. His griffon went behind the 20 man blob and the LRBT between the two blobs. A second 20 man blob deploys to the right of the 20 man blob with the PCS behind it. The manitcore sets up next to the PCS.

I set up my long fangs in the ruins on the right. Put the WG and RP on the area terrain in the middle flanked by two rhinos with embarked Grey Hunters. Behind the left rhino was my dreadnaught. Next was the 3rd rhino, the vindicator was on the edge with the bikes between them. Deployment looked like this:




TURN 1 (Space Wolves)

Spoiler:
I stole the initiative and went first. All three rhinos moved forward and popped smoke. The bikes rushed forward 12” and fire on the 20 man blob in the open taking out 2 with bolter fire and missing with the Multi Melta. The Vindicator moved forward 6” and dropped a demolisher round on the now 18 man blob, killing 5. The subsequent leadership test is passed. The Wolf Guard moved forward and fired at the middle blob who Go to Ground, and are able save the wounds caused. Living Lightening from the rune priest kills 1. The dreadnaught’s assault cannon fails to wound any of them. Finally the Long Fangs open up with frag missiles and Heavy Bolters causing 15 wounds, that blob went to ground, and only 3 fail their saves.


TURN 1 (Imperial Guard)

Spoiler:
His 13 man blob moves forward and that summed up his movement phase. The large blob is successfully ordered to Get Back in the Fight and they move about, including running to rearrange themselves inside the area terrain in order to afford guys more cover. The LRBT fires on the bikes and kills the Attack Bike and a biker along with getting a glance on the vindicator, taking it to 2 HP. The Griffon fires on the bikers, with a hit killing one biker and failing ot penetrate the vindicator. The bikers passed their pinning test. The middle blob is ordered to get back in the fight, which is successful. The autocannons open up on the right most rhino, penetrating and shaking it after the cover save is failed. Finally the Manticore opens up on the vindicator. 3 hits and fails to penetrate on any of them:


End of Turn 1 looks like this:


TURN 2 (Space Wolves)

Spoiler:
The Vindicator, bikes, 2 rhinos, dreadnaught, and terminators move forward. The 2 squads of Grey Hunters disembark. The Grey Hunter squad on the right, opens up on the 30 man blob, one of the Plasma guns overheats and the armor save is failed … down one GH. Everyone is slightly more effective and with 6 hits, the blob goes to ground and fails 3 saves. The Rhino attempts to help and does nothing. The Grey Hunters open up on the same squad, wounding 13. They’ve already gone to ground and fail 5 saves. Still not enough for 25% and that blob lives around round. In the middle, the Grey Hunters on the left fire at the blob, causing 12 wounds. The blob goes to ground and fail 3 saves. The rhino and dreadnaught also open up, but all 3 of their wounds are saved. The WG fire but all 6 wounds are saved (so if you’re counting that’s, 21 wounds, and only 3 failed saves). Living Lightening is successful, right up until he rolls a 6 for Deny the Witch. Woo! The bikes fire at the blob in the open and one of 2 saves are failed. Finally the vindicator fires at the Manticore. Direct hit, penetrates, roll a 6 and it explodes!!! So first game I’ve ever used it, it kills 5 vets and snipes a tank. I attempt to assault with the bikes, overwatch kills one of the bikes and the charge range roll short. Score is 2-0, 1 VP for first blood and then 1 more for the kill point on the manticore.




TURN 2 (Imperial Guard)

Spoiler:
This is where things went all down hill for me. All three Vendettas show up, 2 are empty, 1 has a vet squad in it. The blob in the open moves forward. The first vendetta kills the remaining two bikers. The second vendetta destroys the vindicator. The last vendetta destroys the stunned rhino. The Grey Hunters inside do an emergency disembark and pass their pinning test. The 2 blobs in the area terrain get up with orders. The LRBT shoots at the left rhino, destroying it and kills 4 of the GH. The tank follows up with HBs, and fails to wound. The Griffin fires on the left GH, killing 1 and they fail their subsequent pinning test. The blob in the open fires with their lasguns and flamers, causing 3 wounds that are all saved. The blob in area terrain fires, causing 3 wounds, and 1 save is failed. The Grey Hunters fail their leadership and fall back 6”. His CCS and Melta squad in the other area terrain only succeed in killing 1 of the Grey Hunters from the full squad. Finally, both mortars fire on the LFs, killing 1 HB and pinning the squad. Turn 2 ends with a score of 2-4




TURN 3 (Space Wolves)

Spoiler:
Because of tournament time limits, this is the last turn. The Grey Hunters regroup and move forward with the dreadnaught. The only remaining rhino moves forward as well. The right most Grey Hunter squad moves forward. The Terminators also move forward. The Terminators open up on the vendetta with the veterans on board, failing to hit and the LL fails to go off rolling an 11. The LFs fire at the closest vendetta and fail to score any hits. The right GH, fire at the blob on the right, with 8 wounds they go to ground and only fail 1 save. The pinned GHs in the center get 1 wound and the save is failed. The Dreadnaught and rhino also fire at the center blob and kill 3. With the help of their Company Commander, they pass their leadership test. The newly regrouped Grey Hunters, fire at the squad in the open and kill 4. Score at the end is still 2-4 in favor of the Imperial Guard.




TURN 3 (Imperial Guard)

Spoiler:
With no AA threat, and this being the last turn, all 3 vendettas go into hover mode. The veterans get out of the center vendetta. The blob on the left in the open moves forward. The LRBT opens up with HBs on the GHs in front of it, killing 4. The mortars and griffon all scatter off this same unit. The veterans move forward and with their flamers and lasguns, finish the middle Grey Hunters squad. The vendettas fire on the GHs on the right, and kill all of them. Finally the middle blob and the blob on the left open up on the left most GH squad. The middle blob successfully orders FRFSRF, finishing off that GH squad.


End of the game board looks like this:


Final Score

Spoiler:
Space Wolves 2 (First Blood, 1 Kill) Imperial Guard 7 (7 Kills)


Final Thoughts.

Spoiler:
Flyers suck and I hate them. Now I know what everyone has Aegis lines in their list. I’m not sure how many people take 3+ flyers in their list … but I have a feeling with the list I used, the results will be the same if I face more lists like this. Is the answer an Aegis with the Long Fangs manning it? I don’t know. Experimentation will be required, which means getting an Aegis line.

The Terminators and Dreadnaught didn’t do a whole lot, as they were forced to walk across the field. I’m surprised either survived, granted the game only went 3 turns. Anything more and they would not have survived until turn 5. In fact, based on the results of turn 2 and 3 alone, I think I would have been tabled prior to turn 4 and the final score would have been 12-2, possibly even 13-2 if he got Line Breaker too.

Finally, I think the game MVP would be shared by the Vendettas, they turned the tide as soon as they arrived on turn 2. As for the Space Wolf MVP, the Vindicator in it’s first matched got all my victory points, so I think by default he gets it.


This message was edited 1 time. Last update was at 2012/09/23 22:05:36


W40k, FoW, Bolt Action 
   
Made in us
Regular Dakkanaut




I'll just be the first and come right out and say it; Your tournament tables need more terrain. Tell your Tournament Organizer. It's time you had the talk. Give your reasons, and say "it's not your fault."

GWAR wrote:Lol PBS are Psyker Battle Squads and are in the IG codex lolololol!!!1!!!1!!11eleventyone!!!!!!11!!!
 
   
Made in us
Sergeant First Class





Northern VA

Each of the tables add a certain number of pieces, they were placed by the players before deployment. The other tables were much better in terms of selection. I got stuck on this table twice though. Interesting enough, those were the 2 games I lost.

W40k, FoW, Bolt Action 
   
Made in us
Regular Dakkanaut



San Francisco

Wow, good thing you went first at least. With such little cover you would have gotten blown off the board first turn!

From what I've seen dreadnoughts and termies walking across the board aren't a good idea. Unless you equip the dread with some autocannons and use it for long range support, or deepstrike them in with a drop pod, they either wont do much or just get blown up.

Getting rid of the dreadnought would free up more points for long fangs, which will help deal with flyers.
   
Made in us
Sergeant First Class





Northern VA

seanm222 wrote:
From what I've seen dreadnoughts and termies walking across the board aren't a good idea. Unless you equip the dread with some autocannons and use it for long range support, or deepstrike them in with a drop pod, they either wont do much or just get blown up.


According to my tracking number, I'll be getting my first 2 drop pods tomorrow.

seanm222 wrote:
Getting rid of the dreadnought would free up more points for long fangs, which will help deal with flyers.


I've been thinking about getting more long fangs. That might be project number 2 after the drop pods are complete.

W40k, FoW, Bolt Action 
   
Made in us
Smokin' Skorcha Driver




Tucson, Arizona

If you want help taking out fliers might I recommend Rune Priests and swap out powers to get Prescience under the divination psychic table. You put them with or near long fangs and get rerolls for them.

-5000 Pts. of Orks
-1750 Pts. of Ravenwing 
   
Made in ca
Noble Knight of the Realm





Canada

Thanks for posting this. It's tempting to only post batreps where we won, but this one was really helpful to me. I've been debating taking the risk of bringing no AA to an upcoming tournament myself, but this Batrep convinced me that I need AT LEAST an Aegis Defence line and one Hydra.

   
Made in us
Haemonculi Flesh Apprentice






With SW you should just build durable units and ignore fliers. I run a SW list with 18 fangs with the 15 missiles and even with divination they suck at AA because AP 3 means you need that one in 36 to down a flier THEN they can jink... not worth it, frag his blobs (starting with the command squads first so he can't use get back into the fight) and put the terminators leading the grey hunters so they can soak fire, bring a standard so you can reroll that save on desperate turns where you know will be pummeled. Lastly I would suggest podding in those hunter squads, not all of them just maybe two (so take three pods) for the initial shock. This will put him on the defensive from turn one and he will have to play reactionary with his fliers. Use the pods themselves to kill his firing lanes and possibly cut off half his infantry so those 20 GH can have their choice in the cut of IG blob meat

Hope some of this might be useful to you, looks like you have most of the tools with those pods in the mail, just have to rearrange the format and delivery of the hurt!

GL mate and thanks for sharing!

   
 
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