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Showing posts with label Space Wolves. Show all posts
Showing posts with label Space Wolves. Show all posts

Wednesday, November 7, 2012

A Return From the Warp

Well, it has been a few days now since I got back from my trip out of the states and I am slowly getting back into the swing of things. I had a few requests to help build a possible 1500 point list and also some other example lists for Chaos...stay tuned....I should have them done in a few days.

I have been busy painting some, relaxing watching Jerico, Dr. Who, Revolution and the Arrow among other things to get me back into the swing of painting and giving my mind a break every now and then.

Here is a few snaps of many projects on the table so mind you they are not all 100% done yet...

Ork Scrap Objective Marker

Tyranid Objective Markers

Random stuff including Chaos and Space Wolf Terminators

Snap of the hobby table with Space Wolves, Word Bearers, Iron Warriors and other assorted Chaos including 1000 Sons, Nurgle and Khorne! Been busy sorting and trying to figure out what I need to add to my collection.

Sunday, September 16, 2012

First 6th Edition Tournament at Darkside (Sept)

Well, on September 8th Chris and I loaded up the SUV and headed on down to Sarasota to play 40k at Darkside Comics. Chris brought a purest Space Wolf list, lots of scoring and some heavy support with Rune Priests. My army was much of the same but with less Grey Hunters and I had Tau in tow including a Crisis Suit commander and Crisis Team, a small scoring Fire Warrior squad and a trio of Broadsides.

What was slightly annoying is I had the lists printed up and copied at work on Friday and then that same day GW drops the FAQ going, "Oh yea, Target locks are back in..." ARG!!!! Well, I went with what I had and dealt with the lack of Target Locks that I hardly felt.

The turnout was excellent and we had a variety of armies which is always refreshing to see what people will come up with. We also had a few of the usual common lists floating about the net including a flying Demon List and the Necron Airforce.

Overall, I ended in 2nd place just behind the army I had a draw against on the last round Tyranids and Marine Bikes taking third. The two big netlists did not do well because the guy playing the demons normally has Space Wolves and the other guy plays Necrons but has swapped play styles, it will take him some time to relearn how to use the new list to be effective.

My first game was against Dark Angels and one of the guys I enjoy playing at the store there. He had a good list of Dark Angels including a Whirlwind, several Terminator (some Thunder Hammer/Storm Shield) and others (with assault cannons and storm bolters) with Ravenwing bikers with plasma guns. Samuel and Belial leading. So everything scored but the Whirlwind.

I won the dice off with 2 objectives to one on his side of the table forcing him to be on the offensive. Which is good for hist list but I was better at being defensive. He did manage to seize against me.

This could have been a very tough game for me but when he split is forces instead of going for one flank or the other allowed me to use the mass firepower I had and down him. If he had flanked as we later discussed, he would have tangled up my units gained more cover saves and if he did not turbo boost that second time but instead added more shots into the mix I would have been in some serious trouble.

Deployment

Tau and Space wolves react to the Dark Angels

Rhinos Shield from one way as Ravenwing bikes race towards their target.

My second game was against Vanilla Marines and Grey Knights. This was a rough game as we had lots of rules look ups, several questions and my opponent got a few cell phone calls during the game. I usually don't mind this  but they was getting to be a bit annoying (nuff said). We had the Hammer and Anvil mission with kill points.

I don't recall if we rolled for night fight or not, but most of his stuff was off the table until turn 2. He had an Defense Line with the Quad Autocannon, a TL AC Dread (GK) and a Thunderfire cannon behind. The other side had a mess of scouts with sniper rifles, cloaks and a missile launcher with a Librarian. The building was upgraded to a 3+ by the Librarian, so the cloaks was giving a 2+ gah!

I managed to take out the quad gun for first blood, then after that the Long Fangs was shot down. At this point, his snipers shot at me and I shot at the mostly until turn 2 when his flyer and  Land Raider arrived. At this point I just shot him apart by turn 3 and was wrapping the game up at this point by 5 where we got night fight.

None of his stuff made it down field and I opted not to try to get the bonus for being in his deployment zone. 

Only got one picture for this game as we was so busy playing or looking stuff up that I didn't take many snaps.

Deployment...

My last game was against Psychic Monstrous Creatures Tyranids. What was in this list? A Tyrant that was a beast in close combat, some zonathropes, two big MCs that could make Gaunts, the other large serpent MC that can dig, two squads of the Yrgymel Genestealers, two pods full of Gaunts with an assload of shooting.

I won deployment again, we had the pyramid style deployment so the bugs was going to be on me quickly and we had the Relic mission. I knew if I played it safe he would get it and win.

The game resulted in a draw with nobody getting the Relic as I shot down his lone gaunt with it, then in a combat consolidation I touched it and had it, the the Tyrant with one wound chomped him and the relic went a few inches (per the rules) away...

 Carnage after turn 1...

later in the game finishing off the Genestealers...amusing moment
They tried to charge the Tau, failed...
Tau Fire Warriors opened up and wiped the depleted unit to one stealer!

The Pod arrives!

As a bonus treat a great guy (forget his name right now) has this amazing Nurgle themed IG....wow...let the pics do the story for you these are his Vendettas and a few other items...


Wow!

The detail with green stuff!

Rotors on these!

A shot of the rotor.

Chimera!

Friday, September 7, 2012

Wolf/Tau List at 1850 for Tournament



Well tomorrow is my first tournament using the 6th edition rules with only 3 games under my belt which is a bit less than I would have wanted to have but things have been crazy the past few months preventing me from being able to really get any more games in.

So, I have gone with a simple analysis of a focused fire army with strong scoring with the ability to hand HTH within limited standards. To me 6th is much like 4th where Chris and I had our Word Bearer armies loaded up with 8-9 troop choices and foot slogging. We would push forward with heavy weapon support, demons would drop out later out of icons and mid and long range firepower weakened our opponents. This army follows that same concept. Push to the mid field or objectives at least, hold them and damage the other army quickly.

At 1850 I quickly found that I had to trim the fat and even remove a few things I would have rather kept in the list if possible. Still, I think I was able to cobble together a fairly strong list using Space Wolves as the core and Tau as the allies.

Here is the list as it stands:

Rune Priest       Living Lighting, Murderous Hurricane
Rune Priest       Living Lighting, Jaws of the Wolf
2 Squads of 10 Grey Hunters with 2 Melta Guns, Rhino, Power Weapon
2 Squads of 5 Grey Hunters with Rhinos, one with a flamer (escorts for the RPs)
3 Long Fang Squads (two 6 man, one 5 man) all with missiles.

Commander Shas’o  Flamer, Plasma Rifle, Missile Pod, Hard Wired Blacksun Filter, Drone Controller with 2 Gun Drones

3 Crisis Suits with Flamer and Twin Linked Missile Pods, Leader has Hard Wired Drone Controller with 2 Gun Drones and a Blacksun Filter

6 Fire Warriors

3 Broadsides with Blacksun Filters, Leader with Hard wired Drone Controller with two Shield Drones.

As they are not “battle brothers” but rather “allies of convenience” I am working with two armies. Other than being able to add a few ICs to the other army nothing is a huge impact for either list. The Tau Commander can join the Fire Warriors or Stay in a Crisis uint as it merges 4 suits with 4 drones making a fairly strong unit size and decent firepower that ignores night fight along with the Broadsides. Three Long Fangs adds more long range threat with two squads for objective grabbing further in, while the other two and Fire Warriors grabs objectives closer to home near the end of the game.

I am also going with the feeling that most games will not make it past turn 3 or 4 at best with the new rules. So, my goal is to push forward grab some objectives by turn 2 or 3 and bunker down. Try to get first turn to get First Blood and Focus on killing the commander. I am unsure I will get the final bonus of getting a unit in the enemy deployment but that remains to be seen. Maybe I can sneak something in or dare to deep strike some of the suits as it appears Linebreaker is based on a unit, but does not specify what.

Doing an army breakdown of firepower:
3 TL Rail Guns at ST 10, AP1
14 Missile Launchers, ST 8, AP2
4 Missile Pods dishing out 8 shots at STR 7, forgot the AP right now.
4 Melta Guns with STR 8, AP 1
5 Flamer STR 4. AP 5
6 STR 5 Fire Warrior Rifles
1 STR 6, AP 2 plasma rifle
2 Power Swords
2 Force Swords
Tons of Bolt Pistols, Storm Bolters and Bolters
2 STR 7 Living Lighting at d6 shots

Is there some weak points? Oh yea, against HTH I could have a rough time against a heavy close combat unit but I hope to shoot the crap out of them to ensure they are not a threat. Armor I am not worried about or other shooting. Flyers could be an issue (both vehicle and FMC) even so, if they are I will just dump a few shots at them and hope they go down....the twin linked Rail Guns for example...twice the chances to hit...

Monday, July 9, 2012

Darkside Team Tournament: June

Well, things have been getting a tad crazy over the past few weeks with my birthday, a trip to St. Augustine mixed in with the 6th Edition roll out chaos with the last week of the fiscal year at work that has kept me from posting as much as I would like. While I no longer have the lists from the event and details of the games are fuzzy now (after all these weeks), I am just going to present a series of pictures and and overview of the event.

As this was the last team event for 5th edition the turnout was very high as I invited another friend that brought over a few other guys from his area to play. Mixed with the local regulars, a few out of town regulars and a few new faces we had perhaps one of the best turnouts.

Chris and I brought "Blood Wolf" Team this time, this was a mix of Blood Angels and Space Wolves. The list was straight forward with two units of Wolf Scouts, Rune Priests, Grey Hunter Squads (I think 3) in Rhinos with melta guns and power weapons, Wolf Guard (mixed in the Grey Hunter and Scout Squads), one Long Fang squad was there if I recall correctly sprinkle in some Ferensian Wolves for fun. Chris has several jump troops with melta guns and inferno pistols, a Librarian with Blood Lance (and some other power), two Baal Predators rounded out his list.

Our first round was Tau and Grey Knights, an interesting mix of Rail Guns, Crisis Suits, a  unit of Fire Warriors and Kroot. The Grey Knights was very small with two units of Terminators, two Storm Ravens, Librarian and Dreadnought (or two).

The game was lost simply by some bad choices on our part, we had the upper hand by the end of the game but it was simply not enough to take the win. This was a great first round that was a blast...here is some shots...

Our opponents...

The table...

Our Deployment...

Their deployment...

Baal sneaks in...*dakadaka*

Our second game was double IG, lots of troops, Chimeras, tanks, heavy weapons...oh my! Chris and I went for the theory of reserves. He opted to drop this time as the table was more friendly to deep strike than the one prior. Otherwise his army would be turned to goo in a moment along with mine. I held back some troops and planned for the worst entrenching my Long Fangs in a tower and hiding mos to of my rhinos except one for reserves. We took a solid win from this table after a rough loss to start...

Commanders of the IG

First turn, Rhino goes all out into the lines and the other hides  as the squad inside bails out to allow the Rune Priest to line up a shot with living lighting.

DOA from the Blood Angels, dead on...

Hey! A tank! Nuke it!

Blood Angels wipe out conscripts...

Blood Angels amok in IG lines..

Space Wolves move to support...

Our last game was against IG and Sister's of Battle, wow this was a crazy game and again a great set of players...by this point we was happy with who we played and how we did...we took a stunning victory here as everything just went our way with the dice.

SOB player on the left (not SOB, but SOB) and IG on the right!

Early on, Rhino down, Wolves Advancing...

Later in the game Valk down, Wolves advancing to support the Blood Angels that deep struck.

Rune Priest is unaware Saint Celestine has arisen from the dead!

Epic fight with the Rune Priest dead!

3 great games, 3 great players and a decent mix of non-marine lists oddly. We had a blast and was a nice leader to our birthday week starting in a few days. We are looking forward to September next with 6th edition in the wings.

Thursday, May 10, 2012

Darkside Battle Report


Wow! This has been sitting in draft mode for some time! With everything going on with my mother-in-law in the hospital and the Kalm among other things has totally pushed finishing this battle report until now!
Went to Darkside this past weekend to play in their 2k 40k RTT for this month taking my WIP Space Wolves to see how they would fare in a pretest game before the May tournament in Alabama.

Overall we had a good showing of armies with variety including 3 Space Wolves, a few Blood Angels, Tyranids, IG, Orks and Vanilla Marines not sure if any Necrons or Dark Eldar slipped into the mix but that is from what I recall seeing.

Here is the list I brought:

Wolf Lord in Runic Armor, Storm Shield, Frost Weapon, Saga of the Bear
Wolf Pack Leader with Wolf Claw, Storm Shield, Runic Armor, Hunter Saga
Rune Priest with living lighting, murderous Hurricane, Chooser of the slain
Rune Priest with living lighting, jaws of the wolf and chooser of the slain
7 Wolf Scouts with 2 power weapons and 1 melta gun
4 Wolf Guard with power fists and combi meltas and 1 with frost weapon
1 Wolf Guard in Terminator armor with Cyclone Launcher
3 Long Fang Packs with 14 missiles (Cyclone joins the small pack)
2 Grey Hunter packs of 7 in Rhino, melta gun and power weapon
2 Grey Hunter packs of 6 with Rhino, melta gun/flamer (one in each) and power weapons


My first game was with a local player to the store with his Orks by the name of Cajun (serious this is his real name, not a nickname). Here is what his list looked like:

Ghazghkull Thraka
Warboss with Klaw and Twin Linked Shoota
Storm Boyz
Loota Boyz
25 Boyz with two Rockets and a Nob with a Klaw and bosspole and eavy armor
30 Boyz with big shootas with Nob (same way)
Unit of Gretchin with two Handlers
Unit of Nobz (in a Battlewagon) with an assorted load of weapons and a Pain Nob
3 Killer Kans with 2 grotzookas and 1 scorcha

The First game was the 2010 Adepticon mission “The Shortest Distance between Two Points”. Used the diagonal deployment. I won the dice off and setup on my side of the table loading up a building with Long Fangs. His Orks spread out on the other side ready to move all over and grab up table quarters. The twist to the mission was the warp flux that would allow one unit to deep strike and assault instead of shooting…this was nasty for some games. I am thankful the Ork player was afraid to do this until the last turn.

Primary:   Pushback, the player with the model closest to their board edge loses.
Secondary: More Force org slots alive at the end.
Tertiary: Table Quarters

My plan was simple, Pack Leader joined the Scouts, flanking. The rest setup with the Long Fangs in a building, the Rhinos ready to hold the two table quarters and keep the Orks at bay.

Cajun failed to seize and I started my turn with a salvo of shots to his Kans and killing some Storm boyz……my early goal was to get an immobile result to lock in the Primary. Alas, they either lost weapons, stunned or blown up for the opening turns.  His ork army spread out over the early turns to table quarters and try to take on my units to reduce Force org slots and try to keep me from advancing enough to avoid the Primary.

The game unfolded well as a side shot on the Battlewagon opened a nice door and the scouts slipped in behind the Orks taking out a 25 ork mob with some support from the missiles and living lighting. They quickly did not flee back into cover only to get shot up by the other mob but neither they nor the armless Kan still alive was unable to charge them. The Pack Leader and the Last scout charges the 30 man Ork horde in a desperate hope to detain them. It worked also as the Pack Leader only took a single wound for the remainder of the game as he was able to fend off the ork attacks with his runic armor and storm shield. This kept them closer to the edge than mine as I deep struck two Long Fangs during the last two turns and moved the other to get away from the edge also to ensure the win. Ghazghkull popping over towards the end helped me out as they died to him. A bad choice IMO, I would have gone for something else.

When the last round was up, I had the Primary with more than double with a disabled Rhino on the board. I had more Force Org slots left and I had 2 table quarters to his one. Taking the bonus points maxed out my score.

Cajun!

Wolves Advance!

Orks take to the field!

The Wolf Guard Battle Leader makes a stand!

My second game was against Clark and his Space Marines. Clark has won Ard Boyz Nationals and has always been a long time overall winner in tournaments. This would be a good game and a hard win to take.

His list was something like this:

Shrike
Cassisus
Large block of Thunder Hammer/ Storm Shield Terminators
3 Thunderfire cannons
3-4 Razorbacks with twin linked lascannons
3-4 squads with lascannons and melta guns, sgt had power fists or weapons (forgot what)
3 Attack Bikes with Multi-meltas


This was a standard Dawn of War with tunnels, this had some weird rules including holding a unit back and being able to place it using a tunnel (the opponent can that is). Clark placed a squad broken into combat squads and a Razorback on the table. I put a rhino with a Rune Priest and Grey Hunters on the table. This table was annoying due to a large fortress in the middle but also helped me from being fleet of footed to death.

The objectives were:
Primary: Capture the Tunnels (4)
Secondary: Victory Points (must be more than 225)
Tertiary: Kill the most expensive HQ

Clark won the roll to pick the table edge but I seized on him! Whoo!

Well, we had a crazy game with units rolling in from the board edge and I rolled in to the center using the fortress as cover. His turn rolled in some units using the tunnels (I did not) and some from his edge. One Thunderfire died due to going into scenery and promptly joined a squad I shot up on my turn. Then the game was one, both armies was out!

I was able to multi-charge Clark taking out 3 attack bikes, a thunderfire and stunning a Razorback in the deal….then I was promptly shot apart. The squad of scouts then split from the Pack Leader (with only 2 models) to deal with the trouble. The Lord ate one combat squad and the Scouts finished off another in hand to hand. Then they both died to a brutal flurry of shots. My Long Fangs was deployed right in his face and died bravely despite the odds. I had his appear my squad and promptly vaporized them also.

The end of the game was down to a scuffle of units left….I think he had 1 Razorback without weapons, 1 terminator and a surviving combat squad in said Razorback.  I managed to kill most of the army namely the Terminators with Jaws of the Wolf and Murderous Hurricane with several missile shots. I lost two units with the Rune Priests both times but it was worth it.

Then we counted up the results:

Primary: Draw (contested) with the Terminator survivor!
Secondary: Tie, not over 225
Tertiary: I won, mine was alive.

Clark

The Long Fangs expect their guests!

Fire! Fire!

The last game was against Clark’s friend Kris with his Space Wolf list. This list was an interesting mix and was a Space Wolf version of Death Company denial as I call it. That is no scoring units; you just work to table your opponent to deny them any chance to win along with you if you can’t. His list was like this:

Canius
2 Lords w/ Runic Armor, Storm shields, power fist/frost weapon on a Thunderwolf
3 Units of Long Fangs with Missile Launchers
3 Units of 15 Wolves
2 Units of Thunderwolves with some assorted mixed gear

This army is built on the straight brutality and using cover to your best advantage.

We had this crazy minefield mission and I lost the roll to setup but did manage to seize again. We had the standard 12” deployment zone and he spread out with his Long Fangs in the building on one side and another set of Long Fangs on the other. He had two Stasis rockets in his Long Fangs. I gave mine to the two 7 man Grey Hunter Units.

Primary: Kill Points
Secondary: Recon, get more scoring units within the opponents deployment zone.
Tertiary: Kill the least expensive unit.

The Seize helped me by launching two stasis shots keeping his Thunderwolves and Long Fangs at bay. I also forced him to move his two other Long Fangs due to a corner castle keeping the shots off my army.

The game was pretty much cut and dry, he moved forward made bunch of saves using cover. Lose a few wolves and take a few more to the minefield once he moved beyond 6”. I knew I could not win the Secondary so I set to weather the worst. I did manage to clear all the wolf units and did some wounds to the Thunderwolves on the way in. Sadly, it was not enough as I started to take some losses. If the game had ended earlier on the dice I may have done better.

In the end he had the Kill Points, neither had the Secondary and we both had a tie on the last with no bonus points for either.

Kris

The Wolves advance through the minefield!

Kris ended up winning third and Clark won overall due to the Eldar player gave up after the first round. 

Thursday, April 19, 2012

2k Space Wolves (Refined)


Well, just a few weeks away and after the two past weekends I think I have my list done for the Kalm in Alabama the first weekend in May. So far, it seems my friend Chris and I will have very similar lists for the most part with some minor cosmetic changes making us slightly different.

The Savage Wolves List:

175pts Wolf Guard Battle Leader: Frost Weapon, Storm Shield, Saga of the Hunter, Runic Armor

110pts Rune Priest: COS, LL and MH

110pts Rune Priests: COS, LL and JOW

172pts Wolf Guard x4: P ower fist, Combi Melta
63pts  Wolf Guard: Terminator Armor, Cyclone Launcher

145pts Wolf Scouts x7: PW x2, Melta Gun

145pts Wolf Scouts x7: PW x2, Melta Gun

175s GH x8 PW, MG, Rhino

175s GH x8 PW, MG, Rhino

175s GH x8 PW, MG, Rhino

160pts GH x7: PW, MG, Rhino

140pts Long Fangs x6: 5 ML

140pts Long Fangs x6: 5 ML

115pts Long Fangs x5: 4 ML


The layout:

Wolf Guard Battle Leader either joins one of the Scout units, flanks on his own or joins a Grey Hunter Squad.

2 Wolf Guard join the Scouts (one each) and 2 join the first two Grey Hunter Squads.

The Last two Grey Hunter Squads each get one of the Rune Priests.

The last Long Fang takes the Wolf Guard in TDA with Cyclone to be able to shoot 6 missiles now.

Long Fangs go into cover. Duh!

Grey Hunters are mobile units to do things in the game.

Scouts Flank

Painting Log:

Wolf Guard Pack Leader: 1/2 painted.

2 Rune Priests: Done

Wolf Guard: 4 with Fists/Meltas Done. TDA with Cylone (primed)

14 Wolf Scouts: 7painted, just need basing. 7PIP (Painting in progress)

31 Grey Hunters: Various stages, most need detail work, wash and basing.

4 Rhinos: Grey basic assembly, nothing fancy on it yet.

17 Long Fangs: 2 PIP, touch ups and basing left on the rest.

2 Wolves: I have the new kit and want to paint two, unassembled so far. I do have some old wolves worst case.

Wednesday, April 18, 2012

Anthem Games Battle Reports: 4-12


Took my Space Wolves out for some paper training at Anthem Games over Easter Weekend to get some practice games in before the big tournament in May.

We had 10 armies in total:
2 Space Wolves
2 Chaos Marines
2 Tyranids
2 Imperial Guard
1 Grey Knights
1 Unkown (I forgot and didn’t see what he was playing and he left after the first game)
Dark Eldar (ringer to fill in for the missing player after the first round)

My first draw was against an IG player by the name of David, he had the vehicle heavy IG list that looked something like this: Squadron of Leman Russ tanks, another Leman Russ and Exterminator all with sponsons and I think lascannons. Topped with a Command Squad with 2 bodyguards and medics with melta guns in a Chimera and a Commissar Lord with a Vet squad and a couple of other Vet squads with plasma guns with a Penal Unit in tow with a Rough Rider unit.

David, IG General

The games we played was the Nova open missions, so all games had the same elements: objectives, kill points, table quarters and victory points just the order and deployment zones changed.

The first game was Dawn of War with Kill Points, Table Quarters and VPs in that order. I won the dice and setup first with a Wolf Lord in the middle with a Grey Hunter squad in a rhino. He placed out a Chimera with Vets and Commisar Lord. David failed to seize and the game was on.

My first turn was quick, unable to spot with the vehicles and enhanced senses (due to range), most other stuff moved on and ran (namely the Long Fangs). David moved his stuff on and tried to shoot a few times, with no real impact yet due to night fighting still.

Then the game was on in turn 2. My scouts appeared and blew up one of the two squadron tanks and removed the turrent from the other. Some shooting stunned a few tanks forcing him disembark and one Chimera to become immobile. Once he was out the Lord and company went to work taking apart the Lord Commisar and Veterans, they walked down the board along with the scouts slipping down through the wreckage after they blew up the last tank on turn 3 from the squadron only to finish off a disabled Chimera towards the end of the game. The rest of the army got flanked by one of the Rune Priests and the Wolf Guard Battle Leader following behind the Lord. David had a very defensive game on his hands the entire game.

When the dust settled he had a Penal Squad, one Vet squad, a Chimera and the Exterminator tank left on the table. I had the VPs, objectives and table quarters hands down taking a clean sweep to the second round.

First Turn

Scouts suprise the Leman Russ Squadron

There was a Chimera there and a Command Squad...at least before they ran away!

Scouts kill the second tank!

The Lord and Grey Hunters take on the Exterminator Tank.
Scouts finish off a Chimera.

Epic fight at the end. IG beat the two Space Wolves in hand to hand.

My second round opponent was another regular at Anthem, forgot his name right now. Old age sucks you now! Adam I think is his name. He brought a Chaos army that was interesting and well played against my list.

Just oozes chaos eh?

He had: Land Raider, 2 Lords with Terminator armor with Lash, 1 Unit of Nurgle Marked Marines with rhino, heavy bolter and melta I think, a large block of Khorne Bezerkers (in the Raider), another Rhino with Thousand Sons, a Chosen Squad with lighting claws and a Raptor squad with some assorted weapons. He also had a trio of Chaos Termiantors with a reaper autocannon and some other assorted weapons.

I won the setup again, took my table side and this time we had Pitched Battle, he failed to seize and it was game on. The  Wolves pushed forward and the shooting worked out well for me disabling one Rhino with the Thousand Sons and blowing up the Nurgle Rhino. Then we played cat and mouse as my Rhinos got stunned or disabled forcing me to dismount and take cover to continue using my Rune Priests powers or advancing with the Lord and Pack Leader’s groups.

The game came to a peak about midway when I took out his Terminators only to have the Bezerkers swarm out of the Land Raider and chew up the Grey Hunters with the Lord. The Lord finished off the Zerkers and walked over to finish off one of the two Lash Lords. The other Lash Lord towards the end died to a missile shot and a 1 on the armor save. The Scouts died after the 1000 Sons was assaulted (after all it was the honor of Fenris at stake) and the Wolf Guard survivor turned around and finished off the Thousand Sons sorcerer and died to the Chosen when they assaulted. There was no Lashed units this game thanks to runic weapons!

The game ended up with me trying to beat down a Land Raider that my melta would not roll high enough to destroy. It was immobile and two out of 4 weapons was blown off! *sigh*

Chaos deploys!

Epic battle with the 1000 Sons and Scouts. The Chosen turn the tide of the battle and win it for Chaos.

The Lord and Chaos Sorcerer face off!
Where the hell did that base come from?

Again another clean sweep for Chaos and it was to the final round to face what? IG again! *sigh* This one was ugly…

Chris had his shooter/armored arcade of mechanized troops and tanks in this list. Something similar to what I would field.

Chris, master of the mecha...

Chris had 2 Executioner tanks with plasma and lascannons, 1 Punisher with lascannon and Pask, several Vet units with Chimeras and a single lascannon in the unit, 2 Plasma Armored Sentinels, 3 Normal Sentinels, Vendetta with a Vet squad with 3 melta guns. A command squad was somewhere with another lascannon.

He won the roll, picked his quarter, I deployed in the other as best I could. I held the Lord, Scouts and Pack Leader units behind just hoping the Long Fangs and Rune Priests would survive.

Chris had put the Vendetta in reserve with the trio of sentinels with multilasers.
The game went as expected, I failed to seize and I was cut down with a series of massed shooting. At the end of turn 3 I had only the one Pack leader left out of 3 Long Fang Squads. I was able to blow his Vendetta out of the sky on turn 2 and my scouts and Lord Unit wrecked one Chimera, Vet Squad and Executioner tank before they was torn apart by a rain of fire and turned to puppy chow. Only the Lord lived with 2 wounds left.

All said and done, Chris had the game any way we played it, I could have pushed for another turn we could have completed I feel, but all I would have been able to do is remove one squad from an objective making a tie for the primary, we would have went to secondary which was victory points that he would have won anyway. A graceful player knows how to take a loss. It sucked when my dice turned south in the game and his was on fire. That’s the way it goes though….

The amusing part of this game was the Sentinel Battle…two Walkers was blown apart by shooting and then I charged thinking a STR 5 Frost Weapon would finish the last one off…NOT! For 3 turns we wailed on one another, I was unable to kill the damm thing! And the last Long Fang Leader was fighting an Armored Sentinel with no main gun (blown off earlier) to no avail. It was just sad, he threw a krak, no 6, sentinel swings misses or would fail to wound usuall or the 3+ save would kick in….comedy at the finest.

IG Advance
Scouts make a kill or two....