Battle Size: 1500 pts
Mission : Kill Points
Set Up : Dawn of War
Army Lists :
Rune Priest, Living Lightning, JoTWW
8 Grey Hunters, Powerfist, Wulfen, Meltagun, Wolf Standard, Rhino ( Wolf Guard, Combimelta, Powerfist)
8 Grey Hunters, Powerfist, Wulfen, Meltagun, Wolf Standard, Rhino (Wolf Guard, CombiMelta, Powerfist)
8 Grey Hunters, Powerfist, Wulfen, Meltagun, Wolf Standard, Rhino (Wolf Guard, CombiMelta, Powerfist)
5 Wolf Scouts, Meltagun (WolfGuard, Meltabombs)
6 Long Fangs, 5 Missile Launchers, Razorback with TL Lascannons (Wolf Guard Terminator, Chainfist, Cyclone Missile Launcher)
6 Long Fangs, 3 Heavy Bolters, 2 Lascannons, Razorback with TL Lascannons
Warboss, Bike, PowerKlaw
10 Nobz, 2 PowerKlaws, 8 Big Choppas, Painboy
Battlewagon, DeffRolla + other upgrades
5 Warbikes (Warboss here)
3 x 12 Trukk Boys, Big Shoota
Nob, PowerKlaw, Bosspole
Trukk, Red paint, Grot Riggers, Armour plates.
5 Deff koptas
TL Rokkits
1 x Big Bomm
So it came to be that the mighty WAAAGH of the mad Warboss Heed had strayed into a system under the protective wing of Wolf Lord Erik Morkai. Angered at the Greenskin incursion Morkai dispatched Rune Priest Ulf the Horrible to meet the Warboss head on before the WAAAGH grew beyond control. The wise and weathered Rune Priest had tackled the Greenskin menace many times before and his knowledge would be the Wolves greatest weapon in taking out this threat.
Deployment
Winning the roll off I elected to give Heed the first turn intending to hold my troops off the board hoping to give myself some initiative in the deployment phase. Heed deployed a Battlewagon full of Nobz and a Trukk both hidden by terrain on my left flank. My right flank had very few pieces of terrain giving good lines of sight. I was not overly concerned about the lack of cover as Heed had few long range weapons in his list.
Turn 1
Warboss Heed brought his entire army on first turn except his Deff Koptas which he declared he would try and outflank with them. All three Trukks and the Battlewagon raced forward searching for things to bash.
In my turn I brought everything on the right flank, I wanted to put as much distance between me and that Battlwagon of death as possible. I set up a pretty defensive formation in the right corner of the board making sure my Long Fangs had good lanes of fire. To the left of my set up I spotted a gap between a ruin and the board edge which would leave my flank wide open so I deployed an empty Rhino in the gap to stop any Trukks getting through.
In the shooting phase my Rhino used its searchlight to light up a trukk which was then blown up by a Razorback. The other Razorback hit the second trukk in the line taking out the engines bringing it to an abrupt stop. Everything else was out of range or could not fire due to movement.
Turn 2
Heed now had some "Beakies" to fight and directed all of his boys towards the Space Wolf Lines moving at full pelt. The immobilised trukk suddenly roared back to life as the grot riggers got busy through fear of been beaten by their Orky masters. Then in true Orky fashion the shooting phase consisted of many bullets being fired, lots of noise but not a single thing hit.
A mob of Trukkers jumped out of their ride and charged the empty Rhino blocking the way and with a stroke of luck destroyed it leaving the wreck still in place blocking the route.
So far my plan had worked, the Orks now had to drive through the Long Fangs killing field to get at my line. In the next turn that Battlewagon would be in my face and I needed to slow it down. I decided to sacrifice a Grey Hunter pack and move them directly towards it making them a big juicy target hopefully keeping my Long Fangs alive for a turn or two more. I had also received my scouts from reserve, with little armour to blow I decided to use them to bolster my lines and provide protection for the Long Fangs.
The mob of boys that had piled out of the wrecked Trukk were set about by Heavy Bolter fire from the Long Fangs leaving only the Nob standing alone. Ulf the Horrible pops out of the Rhinos top hatch and sends a dose of Jaws of the World Wolf straight towards another trukk mob that had dismounted. The gaping hole hit the Nob in the unit swallowing him and his power klaw whole, Hoo rah!
Then I made a stupid mistake, instead of using my Missile Long Fangs to finish off those units I was panicked by the Battlewagon and sent seven krak missiles its way. Three hit home and......bounced off the front armour. What a spanner why did I do that? Why? Oh well I wont be doing that again anytime soon and now it was time for me to bend over and take the Ork assault.
Turn 3
With a hearty WAAAGH Warboss Heed had finally got his boyz into charging positions. The huge unit of Nobz jumped out of the Battle Wagon and made a bee line straight for the Grey Hunter pack I sent towards them.
The unit of Nobz charged into the Grey Hunters whilst the Trukk mob to my left had finally clambered over the Rhino wreckage and charged into the Wolf Scouts now blocking the way. The combat between the Nobz and my Grey Hunters was a massacre. Despite me using my Wolf Standard I rolled terrible and ended up receiving 27 Wounds before the Power Klaws had even warmed up. The Grey Hunters were smacked up good and proper, those that survived the big choppas got klawed to pieces.
My Wolf scouts however did slightly better when the Orks whiffed in combat and ended up being held in combat.
So that could have been worse, I had lost a pack so far and the scouts were probably toast next turn but my Long Fangs were still up and firing for now. I had a major threat now right in my face which forced my hand in the this turn. I had to get rid of those Nobz or they were going to chew holes in my army.
I closed the gap with the two remaining Grey Hunter packs and set up to unleash a torrent of Bolter goodness into that unit. I threw everything into them, Meltas, Lascannons and even 7 Krak Missiles. After the smoke had settled the Pain boy stood alone with a sever lack of patients, I really wanted that unit dead! Unfortunately for me I was now out of assault range and could not finish the job.
My Scouts continued the fight with the trukk mob from last turn and despite losing all of his pack the Wolf Guard held his ground and tied the unit up for another turn! Result!
Turn 4
Heed finally got his deff koptas on the board, rolled to see where they came on and rolled a four bringing them on the wrong side of the battlefield! See you in a few turns boys.
Having finally got himself into position the Warboss and his bikers were now a threat to my Grey Hunter packs. the Battlewagon tank shocked and killed a Grey Hunter with its deffrolla and again orky shooting was naff. The Bikes charged into a grey hunter pack who were in cover, one of the bike burst into flames on the way in as it hit a sharp rock.
In combat I threw all of my attack into the Warboss himself dragging him down before he could swing that nasty Klaw. The orks managed to drop a couple of Grey Hunters before my powerfists finished off the bikers. God damn I love my Grey Hunters!
In a last ditched attempt at getting some kill points the remaining Trukk boys charged my Missile pack killing off the pack leader and a few heavy weapons but I manage to hold the combat in place.
In my turn I Meltagun the Battlewagon and start working on the Deff Koptas with my Lascannons as they try and close in. I charge the third Grey Hunter pack and Ulf the Horrible into the Long Fang combat finishing off all the Orks in the area.
By now the battle was clearly over, we played it out but turns 5 and 6 consisted of my finishing off his Trukks and gunning down his Deff Koptas as they flew across the board.
Total victory to the Sons of Russ!!
De-Brief
This was a fun game, Neil my opponent has only just taken up 40k again after a few years out and to be fair he is still getting used to his ork army. I thought it was all over for me in turn 3 when those Nobz were stomping all over my guys but I think the unit was too powerful. If it had not killed my Grey Hunters in the first round I would not have been able to gun them down. I think as time goes on Warboss Heed will be kicking my ass all over.
As for my list I was really pleased with how it performed, those Grey Hunter units can really hammer stuff. The amount of 1's I rolled really made those Wolf Standards awesome! They are definitely worth 10 points. I think in future games I will drop the Heavy Bolter / Lascannon Long Fangs and replace them with a fast moving unit but I'm not sure what yet.
Can't deploy a Battlewagon w/Nobs and a Trukk. You only get two troop choices in DoW. The troop unit counts as one troop choice and the battlewagon would count as the other troop choice.
ReplyDeleteI'm surprised you didn't sit tight and shoot him up for another turn or two.
ReplyDeleteGood list on your part though (but the cyclone terminator wolfguard doesn't need a chainfist and I'd have given the 2nd team of Long Fangs missile launchers too!)
@ General Chaos, thanks for that I didnt realise this was the case. One to bear in mind for my next game.
ReplyDelete@ Adam, It was a case of the lesser of two evils. I thought I would deny him the charge bonus rather than wait a turn and be on the receiving end. The Grey Hunter unit I fed him saved my Long Fangs letting them get more shots off. As for the Wolf Guard he usually sits with a foot slogging unit of Grey Hunters but I've gone full mech now so he doesnt have a place at the minute.
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ReplyDeleteJust to address an earlier post, having a Warboss means that one mob of Nobs counts as a Troop choice and the Battlewagon is their dedicated transport. So the deployment is legal.
ReplyDeleteI learned alot that game, to start with this is the first time I
used the Nob and a 10 strong mob in a game that size was over will,
I figured I could have saved a fortune with 5-6 models and and they
would have lasted longer if I bothered with 'eavy armour.
Got to stop scouting with koptas, I will think they will be good if
I use them as tank hunters which they should be good at.
Finally figured out I dont need a PowerKlaw on my Warboss, while it removes armour saves a Big Choppa might be a better idea as its still strength 8 on the charge, enough to instant kill most things and rip a tank apart.
hmm unfortunately I've just done a bit of research and it seems we have been playing wrong. Although there is not a specific ruling if you read the example on page 93 of BRB it states that a units transport counts as the second troop choice for the purpose of the Dawn of War deployment.
ReplyDeleteYet another unclear ruling in the good book.
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ReplyDelete