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Psilence
04-06-2012, 09:00 PM
3/31/12
Drop/Cav Space Wolves vs Grey Knights Bat rep.


Enjoy.

Knights thoughts:
As before this list is very nice on the table, having both ranged and close in options, as well as flexibility form the grand strategy and last min maneuvering shenanigans from the fast elements.
Draigo (in the 2 games I have used him) does not shine as an uber character. He is better suited to hardening the paladin unit by absorbing shooting attacks that would insta-pop any of his buddies. Las cannons and meltas you say? Nom nom nom.
The librarian is pivotal in making the pally unit function as the monster that it is.
The paladins (run together as a ten man sledgehammer) create points superiority/saturation simply by existing. Its gonna be a sad day when that first st 10 Ap 2 pie plate hits them… :P
The strike squad is mandatory to fill the F.O.C. and function great if you keep their heads down.
The interceptors this game filled their niche better, and will work well if I remember to actually assault with them… (see below) :P
And last but not least are the dreads. As usual they are champs, laying down the hurt from half the board away. They’ll be staying tyvm.

Wolf thoughts:
My buddy has played drop lists for a long time (loves them) and likes the “I’m in your face, killing all your dudes… Wha’cha gonna do about it?” tactics that can be involved. He likes to “bring it”. This was the first time he has had to deal with paladins being played against him (although he is very much used to playing old style deamon hunters and has wiped the board with them on several occasions with wolf lists).
The list is well put together with thought given to both synergy between units and the execution of the lists tactics. It presents heavy target saturation first turn and makes the enemy have to decide where to spend his shooting.
The wolf lord w/thundercav for backup and iron priest are all superstars, creating huge threat bubbles (possible 24” assault… Yes please) and when coupled with the wolf guard and each other are capable of shredding most enemy units in assault.
The wolf guard with arjak are just nasty. In a pod and guaranteed on the board turn 1 in your face makes them something you either absolutely have to deal with, or they will ruin your party while you’re not looking.
The dread is a nice sucker punch to the soft bits. ‘Auto on’ first turn right next to whatever you want to die… He works like magic ‘when’ he works. ;P
Everybody knows that grey hunters are great troops units, and having a termi vet in there just makes them harder to dig out of objectives.
The long fangs are a super good choice to take, and the missile launcher plasma cannon mix allows for both anti tank and infantry control. They felt a little out of place as every other unit in the force was geared toward mid to close range. I think that maybe he could drop them and go all out assault, or change some other points around to add in a squad or 2 more of them for ranged support. In the end its players choice. ☺

2k lists.
Wolves:
Wolf lord: Thunderwolf mount, frost blade, runic armor, saga of the bear, wolf tooth necklace, belt of russ
Iron preist: Thunderwolf mount, 4 cyber wolves, wolf tooth necklace, wolf tail talisman
Wolf Guard unit: Arjak, termi armor w/power weapons for all, cyclone missile launcher, storm shield, drop pod.
Dreadnought: Multi melta, drop pod.
Grey hunters unit *10: Melta *2, drop pod.
Grey hunters unit *8 (joined by 1 wolf guard): melta, drop pod.
Grey hunters unit *8 (joined by 1 wolf guard): melta, drop pod.
Thunderwolf Cav unit *4: 1 thunder hammer, 2 melta bombs
Long fangs unit *5: Plasma cannon *2, missile launcher *2, razorback w/TL assault cannons.

Knights:
Draigo
Librarian: master crafted halberd, quick, might, sanctuary, shrouding, warp rift, summoning, servo skull
Pallies *10: psycannons *4, 5 mastercrafts for full unit complication.
Strike squad *5: 1 psycannon, 1 master c’d hammer for the justicar.
Rifle dread: auto/auto w/psybolt.
Rifle dread: see above
Rifle dread: see above
Interceptors *10: 2 psycannons, psybolt ammo, 7 halberds, 1 master c’d hammer for the justicar.

The table was set up using a grey mat and short, 1 level industrial terrain, all of which blocked los to some degree. Each quarter had one piece centered in the quarter, with a larger grouping in the center of the board.
Mission was multiple victory conditions: 3 seize ground objectives, kill points and one capture and control objective placed by each force. The 3 seize ground objectives where placed in the center of the bottom right quarter, the exact mid of the board, and the center of the top left quarter. The wolves player placed his cap/con objective in the upper right quarter in the terrain cover (within 7” of each board edge), while the Knight player placed his in the bottom left quarter in the terrain cover (within 6” of the board edges).
Deployment was pitched battle. 12” on from either long board edge with all units able to deploy turn 1.
A dice is rolled to determine deployment/first turn, wolf wins the roll. Being a drop army the wolf opts to let the knight go first. Knights take bottom long table edge.

Draigo’s grand strategy is rolled, allowing 2 of the 3 rifle dreads to count as scoring units. The 10 man interceptor unit combat squads, 1 psycannon in each 5 man unit.

The knights deploy 2 rifle dreads (1 scoring) and the 5 man strike squad on the bottom left C’n’C objective, with the non scoring dread in the terrain and the other just outside of it towards the bottom of the board (with l.o.s. to mid). The strike squad deploys behind terrain, with only the psycannon on top of the terrain with l.o.s. The paladin block (with draigo and lib) deploy in a line (2 ranks deep) right at the 12” mark mid, ready to advance either direction. One 5 man ceptor unit snuggles in behind them, more toward the right of mid line. The second scoring dread and other 5 man ceptor squad deploy in cover near the bottom right objective.

The wolf player joins his lord to the wolf cav unit (making it 5 models strong) and deploys them at the 12” line mid, ready to advance around or through the centerline terrain. The iron priest with his ablative cyberwolves deploys in the top left quarter, again as far forward as possible, hugging terrain and trying to minimize l.o.s. from enemy forces. The long fang pack deploys in the top right quarter just outside of the terrain block (towards mid) shielded from fire by the razorback which is placed side on as a wall. All pod units stay in the pods and prep for deep strike.

Wolves try to seize the initiative and fail. Players shake hands and game begins.

Knights turn 1: The bottom left strike unit and the bottom right ceptor unit activate warp quake, the mid ceptor unit fails its test. The bottom left dreads shuffle, one forward into the terrain for line on the iron preist, the other slightly to mid for line on the wolf cav. The pally block and interceptors advance toward the top of the board, with the psycannons in the right quarter prepping to fire on the razor. The bottom right scoring dread shuffles slightly out of terrain to fire on the razor. The bottom right ceptors shunt 30”, traveling to the upper right quarter, staying out of line of sight form the long fangs and prepping for a turn 2 assault.
Shooting: The bottom left dread in cover opens up on the iron preist, killing 2 cyberwolves. The scoring dread in the same quarter fires on the wolf cav and kills 2 (reducing the unit to 3 models, counting the lord). The strike squad lacks range/los to any targets. The pally block fires on the top right quarter razor and stuns it. The bottom right dread fires on the razor and immobilizes and stuns it.
Assault: No assaults.

Wolves turn 1: 3 of the 5 drop pods arrive using ‘drop pod assault’. None are affected by warp quake. The first with the Multi-melta dread lands in the bottom right quarter near the mid terrain and the dread disembarks toward the bottom of the board and preps to slag the bottom right rifle dread. The next pod with 1 of the 8 man grey hunter units with a termi wolf guard drops in the center of the board, but scatter takes it towards the bottom of the board and right so that it ends up 4” form the dread drop pod. The unit of GH’s deploys just out of terrain and preps to rapid fire the pally block. The last pod with arjak and the other termis drops in the upper left quarter (near mid line toward the bottom of the board) ready to threaten the pally block or shift left and hit the bottom left C’n’C objective. The top left iron preist advances out of terrain down toward the knights C’n’C objective. The wolf lord and cav move counter clockwise around the mid terrain, using the termi drop pod for cover. The top right long fangs pack shifts towards the center of the board, around the immobile razor, to gain line on the pallies and the bottom right rifle dread.
Shooting: The Iron preist runs 2” toward the bottom left quarter. The wolf lord and cav run 2” toward the bottom left quarter. The Terminator wolf guard unit storm bolters the pally block mid but the 2+ stops the wounds. The GH unit mid rapid fires the pally block and throws in a melta and cyclone missile launcher for good measure. Draigo takes the melta save and fails, eating a wound. 1 other pally is wounded and the missiles are saved by the 2+. The multi-melta dread whiffs to hit on the bottom right rifle dread.
Assault: No assaults.

Knights turn 2: Left strike squad and mid ceptor squad activate warp quake. The bottom left rifle dread (outside terrain) shuffles toward the bottom table edge to gain line on the MM dread. The pally block shifts into the bottom right quarter in prep for assault on the GH squad mid. The mid ceptor squad shifts right toward the MM dread, prepping for psycannon fire. The bottom right scoring rifle dread backs away form the MM wolf dread (toward the bottom table edge and slightly behind cover from the long fang pack) in case it survives the shooting phase, trying to avoid close combat with it. The ceptors in the top right quarter jump pack left over the terrain and prep for an assault on the long fangs.
Shooting: The rifle dread in cover by the bottom left C’n’C objective fires on the incoming iron preist, killing 1 more cyberwolf. The strike squads psycannon (who is on top of the terrain) fires on the same target and takes out the last cyberwolf. The bottom right rifle dread opens up on the MM wolf dread and immobilizes and shakes it. The mid ceptor unit fires on the same target and fails to hurt it. The bottom right rifle dread (out of terrain) fires on the same target and blows it up. Pallys open fire on the GH pack mid and kill 6 grey hunters, the unit fails moral and falls back 4” toward the long fangs in the top right quarter. The top right ceptors hold fire in prep for assault.
Assault: Draigo fails to activate hammer hand. Lib activates hammer hand and might of titan. Paladin block multi-charges the GH, their pod, and the MM dread pod, with hammers on the pods, draigo and lib are unable to get into base to base. Halberds kill all but the wolf guard termy. The swords in the unit kill the wolf guard, but he is able to inflict a wound to the unit that is not saved. The 2 hammers in the unit explode both pods, inflicting wounds to the pallys, but the 2+ saves them. The top right ceptor squad fails to charge the long fangs because the knight player is distracted by the pally assault… :P

Wolves turn 2: Reserves rolls are made and 1 of the 2 remaining drop pods comes in. The wolf player attemps to place them in the top right quarter (close to mid line where the first grey hunter pod landed) but scatter takes him 11” towards the top of the board, landing 2” from the long fangs. The 10 man grey hunter squad inside disembarks toward the right short table edge and prepares to rapid fire the 5 man interceptor unit there that forgot to assault. The iron priest in the bottom left quarter advances towards the rifle dread on the C’n’C objective there. The wolf lord and thunder cav advance closer to the bottom left C’n’C objective. The wolf guard termies with arjak advance towards the same target.
Shooting: The iron priest on the thunderwolf runs 2” towards the bottom left rifle dread, bringing him to within the 12” assault range. The wolf guard terminators fire on the 5 man strike squad (bottom left) but the 3+ stops the wounds.
The grey knight librarian activates shrouding. The long fangs open fire on the paladins with a plasma cannon and a krak missle. The krak fails to wound and the plasma is saved by the 3++ cover (the long fangs could only see part of the unit because of the freshly arrived drop pod). The immobile razorback fires its assault cannons on the 5 man ceptor squad that forgot to charge and kills 2. The grey hunters that just landed fire on the same target, killing the rest with melta and bolter fire.
Assault: The iron priest assaults the rifle dread in the bottom left quarter terrain. The dread whiffs. The priest pens twice and glances once, scoring an immobilized and 2 shaken results.

Knights turn 3: The 5 man strike squad activates warp quake. The remaining 5 man interceptor squad fails its roll to do the same. The Librarian ‘summons’ the 5 man strike squad to 6” from him (toward the bottom of the board and slightly to the left of centerline) and they scatter 3” to the left, landing safely. The scoring bottom left rifle dread (seeing the incoming wave of wolves) hugs the bottom table edge and shifts right 6” toward mid. The pally block conga lines and shifts 6” left and down to screen (barely) the freshly arrived strike squad from the termies and wolf cav, while leaving its 4 psycannons in a position (right) to fire on the long fangs. The mid 5 man ceptor unit moves slightly left and forward toward mid to get out of los from the long fangs. The bottom right scoring rifle dread shifts left an inch for clear line on the razorback/drop pod/grey hunters top right.
Shooting: The bottom left scoring rifle dread fires on the terminator wolf guard, wounding 3 times, but the 2+ saved them easily. The interceptors mid fire on the same target, and again the termies save. The strike squad fire on the same target, and manage to down 1. The pally block mid opens up on the top right long fangs with 4 psycannons (all that could see) and kill all but 1 plasma cannon. The lone fang passes Ld. The bottom right rifle dread fires on the razorback and wrecks it.
Assault: The iron preist vs dread assault continues, with the dread missing and the priest failing to cause significant damage.

Wolves turn 3: Reserves roll is made for the remaining grey hunters, but they do not arrive. The wolf guard terminator pack switch from advancing toward the bottom left objective, and swing right to close on the pally block. The wolf lord with the thunder cav also swing mid, going a little lower and setting up for a possible multi charge on the pallys and the strike squad. The top right quarter grey hunters move 6” toward the wolf C’n’C objective in the terrain.
Shooting: The terminator wolf guard with arjak open fire on the pally block, inflicting 1 wound. The wolf lord and cav roll poorly and run only another 2” (negating the possibility of hitting the strike squad). The plasma cannon long fang returns fire on the pally block, but scatters 6” off the target and fails to hit.
Assault: The grey knight librarian activates sanctuary. The wolf guard terminators and arjak assault the pally block (they get adequate distance on the difficult roll, and no 1’s are rolled for the dangerous terrain check) with arjak squaring off with draigo. The wolf lords unit is able to charge 10” and also makes contact with the pallies, although the wolf lord is wounded by the dangerous check. The palidins pack in. Draigo activates hammer hand. The unit fails to activate hammer hand. The librarian activates hammer hand. At initiative 6 the halberds on the wolf guard(including the lib) are able to fell 2 of the terminator wolf guard, leaving arjak and a storm sheld/power weapon standing. The halberds on the Wolf cav kill 1 of the thunder wolf riders (leaving the lord and the thunder hammer). Draigo fights arjak, inflicting 3 wounds, but rockfist is able to deflect all the blows with his storm shield. The wolf lord fails to wound the unit. The power weapon wolf guard fails to wound the unit. The 1 pally with a sword wounds the terminators, but the storm shield deflects it. Arjak swings on draigo and wounds twice. One of the wounds is saved but the other lands true and grey knight is both wounded and stunned. The thunder hammer wolf rider wounds twice, one is saved by a nemesis force sword, the other kills a psycannon pally who was not yet wounded. 3 wounds are inflicted by both sides and the combat is a draw. Knights and wolves pack into combat further.
The iron preist vs dread assault continues, with the dread missing and the priest scoring another immobilized result (which changed to a wep destroyed since the dread was already immobile) removing 1 of the cannons.

Knights turn 4: Both the mid units (5 man strike and 5 man ceptor) activate warp quake. The bottom left scoring dread (who is at the board edge avoiding the wolf cav and termies) rotates for line of sight on the top right quarter grey hunter squad. The bottom right rifle dread advances into the edge of the terrain, gaining clear line of sight to the top right grey hunters as well, and positioning to claim the seize ground objective he is near. The 5 man interceptor unit hold position on the right of the mid terrain piece hiding from the long fang plasma cannon. The 5 man strike squad advances toward the mid seize ground objective (in between the pally/wolf combat and the interceptors) and draws line to the terminator drop pod in the top left quarter.
Shooting: Both rifle dreads and the interceptors mid fire on the top right grey hunters unit, killing 6 of the 10. The unit fails moral and falls back past the wrecked razor upward toward their board edge and into the terrain piece. The strike squad mid whiffs on the termi drop pod.
Assault: Draigo activates hammer hand. Librarian activates hammer hand and might of titan. At initiative 6 the halberds put a wound on arjak and kill the thunder hammer wielding wolf rider (2 wounds). Swords in the pally unit fail to hurt either of the wolf units. The wolf lord at I 5 combined with the storm shield power weapon wolf guard inflict 3 wounds to the pally block, which are spread evenly throughout the unit. Arjak and draigo fight each other, both hitting and wounding, but both absorbing the damage with their shields. Again with 3 wounds caused by both sides the combat is a draw. Pallys and wolves pack in.
In the priest vs dread combat the dread whiffs again, and the iron priest finds a weakness and penetrates, causing the dread to explode. The priest is not wounded by the blast.

Wolves turn 4: The top right grey hunter unit (4 man) auto rallies and takes its 3” + 6” move toward the top right C’n’C objective in the terrain, staying out of line of sight of the grey knight forces. Reserves rolls are made and the final Grey hunter unit becomes available for deep strike. The drop pod comes down on top of the bottom right seize ground objective, and scatter 5” towards the right board edge (still inside the terrain footprint). The unit inside deploys with their melta forward, prepped and in range to slag the rifle dread claiming there. The long fang stays put, out of line of sight of the grey knights. The iron priest in the bottom left quarter advances into the terrain and (mostly) out of los from the knights to contest the C’n’C objective there.
Shooting: The freshly dropped grey hunter unit (bottom right quarter) opens fire on the rifle dread with the squads melta. It hits, penetrates (with 1 dice since it was outside of 6”) and vaporizes the machine. No GH’s are wounded by the explosion.
Assault: Draigo activates hammer hand. The librarian fails to activate hammer hand. The pallys activate hammer hand. At I 6 the halberds are finally able to kill both the storm shield wolf guard and the wolf lord. Draigo (now not stunned to I 1) inflicts 3 wounds to arjak, 2 of which wound, removing arjak from the table. The pally block (having finished off the wolves) consolidates 1” toward the bottom left quarter.

Knights turn 5: The pallys move 6” into the bottom left quarter toward the capture and control objective there. The last remaining rifle dread (at the bottom board edge) shifts 6” left to gain partial l.o.s. to the iron priest there. The 5 man strike squad mid advances further toward the mid objective (now about 6” away) and prep to run in the shooting phase. The 5 man interceptor squad shunts 30” into the top right quarter, setting up to shoot the 4 man grey hunters there claiming that C’n’C objective (using the wreck of the razor to block l.o.s. from the long fang).
Shooting: The rifle dread wounds and kills (after he fails his 2+) the iron priest on the bottom left capture and control objective. The pally block runs 5” to the bottom left C’n’C objective claiming it. The strike squad mid rolls a 1” for its run move, failing to claim the mid seize ground objective. The 5 man interceptor unit whiffs completely (4 storm bolters and a psycannon) and the 4 man grey hunters pack is untouched.
Assault: No assaults.

Wolves turn 5: The full unit of grey hunters in the bottom right quarter advance and claim the seize ground objective there. The top right 4 man grey hunters pivot in place (to bring their 2 meltas into good line) and continue to claim the C’n’C objective there. The long fang stays put.
Shooting: The drop pod in the top left quarter (wolf guard) fires its storm bolter on the 5 man strike squad mid, scoring a wound which is then saved by 3+. The drop pods in the upper and lower right quarters fire their storm bolters on the 5 man interceptor unit threatening the 4 man grey hunter unit. Wounds are caused but again saved by the 3+. The 4 man grey hunter unit (top right) fires 2 meltas and 2 rapid fire bolters into the ceptors (5 man), insta killing 1 with the melta, and failing to wound with the bolters.
Assault: No assaults.

A dice is rolled and the game continues for turn 6.

Knights turn 6: The pally block moves to firmly hold the bottom left C’n’C objective. The strike squad moves to claim the mid seize ground objective, staying out of line of sight of the plasma long fang. The (4 man) ceptor unit moves into the terrain, prepping to assault the (4 man) grey hunters there.

At this point the game is called. Looking at the forces remaining on the board and their positions the wolf player concedes.

Final results:
Seize ground: Tie (knights mid, wolves bottom right).
Cap/Con: Knights 1–0 (holding bottom left and contesting top right).
Kill points: Knights 9-3.

This was a friendly game between to super old friends and came down to 1 dice roll (to see if the game continued to turn 6) that decided if it was a win or a draw. Fun stuff and a close 1 at that.