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

Tuesday, 29 March 2011

UK Indy GT: Game 1: Sisters of Battle

Well here we are, the reason I started blogging! Now I will admit that overall I did poor - 74th out of 120, I was hoping the top half but over the next few days/posts you will see why!

First of here's my list for the weekend for those of you who don't know:

HQ (210)
Rune Priest, Living Lightning, Murderous Hurricane, Chooser of the Slain = 110
Rune Priest, Living Lightning, Jaws of the World Wolf = 100 

Elites (279)
5 Wolf Scouts, Melta Gun =85
5 Wolf Scouts, Melta Gun =85
3 Wolf Guard: 2 armed with a power fist and a combi melta each, 1 with a combi melta and a bolt pistol 109

Troops (670)
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
5 Grey Hunters, 1 Melta Gun, =80
Rhino = 35
6 Grey Hunters, 1 Flamer =90
Rhino = 35

Fast Attack (210)
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70

Heavy Support (380)
5 Long Fangs, 4 Missile Launchers = 115
Razorback, Lascannon, Twin linked Plasma gun = 75
5 Long Fangs, 4 Missile Launchers = 115
Razorback, Lascannon, Twin linked Plasma gun = 75

 Grand Total: 1,749


So game 1 vs the only Witch Hunter player in the field Gary Marsh, regular tournament player and a pro with Sisters of Battle. His list was:

Elite choice inquisitor with 3 Heavy Bolter sevators and some advisor's who didn't do much
2 Canonesse's with Jump Packs, Artificer armour and Executioners
3 Exorsists
1 Unit of 5 Seraphins
3 units of sisters with Rhinos and Sister Superiors with Executioners  
Callidus Assassin


Gary's lovely Sisters of Battle
Game 1 was Seize Ground (5 objectives) Dawn of War.

The first was both forces getting on the board and into position. My plan was just to get stuck in and contest/kill anything of Gary's - that was until he started shooting!

First shot of the game, a hand flamer on a Flat out Land Speeder - 6 followed by a 6 :(

Also due to the was Gary had castled up in the middle to deny my scouts a chance on his exorsists pretty much took the scouts out of the game for the most part.
End of turn 1
Things look good in my 2nd turn....
.... but then go horribly wrong buy the end of turn 4

Turns 3 and 4 saw me trying to shift the Seraphims and Canonesse's, but using his faith to give the Characters a 2+ invulnerable was a real pain in the side!


Turn 4 wasn't any kinder to my lead elements
In turn 5 the remaining sisters and exorcists laid waste to my two 10 Grey Hunter units, while the Canonesse's whittle down my smaller units

The fight for 3 of the objectives hot up...

... while a unit of sisters make a break for a 4th


Turn 6 saw me lose pretty much everything in some pretty shocking rolling for me and even some failed leadership tests I would not recover from.

One unit of sisters went for an objective on the far right earlier in turn 4 but had gotten bocked of by a Razorback and contested by a single scout Gary had a hard choice kill the Razorback and the Scout or Kill the Razorback and run at the scout to be with in 3. Gary choose to kill both the Razorback and the Scout in hope for a turn 7....

Mean while on the left side I was down to 7 models but had finally finished of the Canonesse's.

With us both controlling 1 objective each a 7th turn would see Gary win either by 2-1, 2-0 or wipe out..... but it ended in the 6th.

So with only 3 Grey Hunters left, 3 Long Fangs and a Rune Priest (or Witch as Gary calls them) I got lucky.
Gary had 2 Exorcists left, a Rhino, his Callidus Assassin, Inquisitor and 2 unit of sisters.

All I had left!

So close but yet so far......
So what did I learn from this game?

1. There will be no easy games
2. I HAVE to be more aggressive - I did this in many practise games against my friend Ben's Imperial Guard but didn't in this despite the Sister's packing much less fire power and mobility!

Thanks to Gary for the game he was a top bloke to play against and who knew how to use his units well.

Game 2 will see me play Mech Orks controlled by Ben Harris in Pitch Battle, Capture and Control (bore drawn)..........................

Sunday, 20 February 2011

Battle Report: Space Wolves vs Tau (1,750)

Yesterday was the 40kForums meet and after the last one in September last year and the 1000pts mini tournament we had then my Imperial Guard suffered a humiliating defeat at the hands of Commandojimbob's Tau so like any good Guardsmen I called in the Astartes to solve my problem!!!

So in the Red Corner hailing all the way from the Eastern Fringe is CJB's Tau!

Commander Battle Suit - Missile pods and plasma rifles, 1 shield drone
3 Crisis Suits, Missile Pods and plasma rifles, 2 shield drones
3 Crisis Suits, 2x Twin Missile Pods and 1x Missile Pod / Fusion, 2 shield drones
4 Stealth Suits with Targetting Arrays and a Gun Drone
6 Fire Warriors with a Devilfish (fully upgraded)
6 Fire Warriors with a Devilfish (fully upgraded)
10 Kroot
Hammerhead Gunship with a Rail Cannon
Hammerhead Gunship with a Ion Cannon
3 Broadsides with 2 shield drones

..and the challengers in the Blue corner all the way from the Ice Wastes of Fenris....... MC Tic Tac's Space Wolves!

Rune Priest, Living Lightning, Murderous Hurricane, Chooser of the Slain
Rune Priest, Living Lightning, Jaws of the World Wolf
5 Wolf Scouts, Melta Gun
5 Wolf Scouts, Melta Gun
3 Wolf Guard: 2 armed with a power fist and a combi melta each, 1 with a combi melta and a bolt pistol
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen, with a Rhino
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen, with a Rhino
5 Grey Hunters, 1 Melta Gun, with a Rhino
6 Grey Hunters, 1 Flamer, with a Rhino
3 x Land Speeder Tornado, Multi Melta, Heavy flamer
5 Long Fangs, 4 Missile Launchers
Razorback, Lascannon, Twin linked Plasma gun
5 Long Fangs, 4 Missile Launchers
Razorback, Lascannon, Twin linked Plasma gun.

We rolled for Mission and got, Capture and Control (1 objective each) Pitched Battle. I  won the roll and set up first.
I set up my Rhinos line abreast roughly in the centre, with the Land Speeders behind the Rhino line - as I would not know how CJB would set up himself despite his objective being on my right as their is plenty of good cover on my left and in the middle. My Long Fangs made good of the tower and barricades in my deployment zone.

CJB set up mainly around his objective but with his Broadsides up in the tower in his zone and his commander behind it's barricades. His stealth team infiltrated behind the landing pad on my far right - very much a refused flank.

I put my objective right next to the Tower with my long fangs in, just behind the barricade.
CJB out his just out side of the ruins in his deployment zone.

I forgot to take a pic of our deployment Do'h!!

CJB didn't steal the 1st turn (thankfully for my SW).

Space Wolves Turn 1:

I push my Rhinos with the 10 man melta squads ahead 12 and pop smoke, but I send them around the crater with the disturbingly wrecked Rhino! The Land Speeders turbo boost 24 straight down the gullet of the Tau hoping to draw fire away from the Rhinos. My Rhinos with the smaller squads in with the Rune Priest push 6 forwards hoping to zap some tower with psychic powers.

Shooting began with my Rune Priest on the right using Jaws of the World Wolf to take down the 1 broadside *just* in range. The Long Fangs open up and mange to wreck the Hammerhead with the Rail Cannon! So 2 units shot and 50% of the Railguns gone! Living Lightning from my second Rune Priest manages to wound 2 Crisis Suits and a shield drone hiding behind the now wrecked Hammerhead - not too shabby for turn 1.


The 3rd Land Speeder is on the other side of the middle tower


Tau Turn 1:
The Ion Cannon Hammerhead pushes down the right flank and kills the closest Rhino and kills 2 Grey Hunters in the blast who end up pinned! The Broadsides split fire and destroy the Rhino with the Jaws Priest in and the Razorback way out on the right flank. The wounded unit of Crisis Suits immobilise and thus kill the middle land speeder. The unit of suits in the ruins shaken the lead rhino and some how the other 2 land speeders avoid any damage.


The view from the Crisis Suits in the ruins



Space Wolves turn 2:
I split the Jaws Rune Priest off from his unit so he can advance and sink another Broadside with Jaws as well as a Drone, the unit he was with jump in the empty Razorback that is behind their wrecked Rhino, which then scoots of behind the middle tower. The Land Speeders both mover over to the right and one manages to rip of the Ion Cannon from the last Hammerhead. The rest of my shooting pays for it's good round earlier and gets nullified by the Tau disruption pods - ie CJB kept rolling his 4+ cover saves!


The Jaws Rune Priest fancies his chances - Not!



End of Space Wolf Turn 2 and things don't look so good for them as their line starts to falter



Tau Turn 2:
The Last Broadside dispenses some revenge and kills the Rune Priest who killed his 2 squad mates.
The central lead Rhino gets blown up and between the explosion and pretty much all the Tau fire power only the 2 Grey Hunters with Melta Guns survive, but get pinned! The Kroot turn up on the right flank and between them and the pesky Stealth Suits wreck the Land Speeder that took out the Ion Cannon on the last Hammerhead. Said Hammerhead goes on to the Land Pad - going over to contest the SW objective if it gets the chance to.

Overall a very good turn for the Greater Good!
(sadly I missed a pic of this turn of devastation!)

Space Wolf Turn 3:
The Wolf Scouts arrive! One unit form CJB's Board edge and one from the right.
My last Rhino put's it foot down so to advance and threaten the Tau objective and hopefully draw some fire away from the dismounted Grey Hunters. The disruption pods continue to annoy the Long Fangs, but hey do kill the last Hammerhead on the landing platform. The Scout's melta shooting manges to immobilise a Devilfish which they then krak open in combat while the other unit fluffs their combat vs the Crisis Suits in the Ruins, but hold.

A bad turn for the Space Wolves......



Start of SW turn 3...






A blurry pic of a unit of scouts sneaking up on a devil fish





The other unit of scouts get the drop on the Greater Good's finest....




The aftermath of the sudden appearance of the Scouts.




Tau Turn 3:
With the enemy in their midsts and behind them the Tau turn tier attentions to the unit that destroyed the devil fish and erase the scouts from existence while the Wolf Guard who was with them runs off! Mean while all the Commander and last Broadside can do is stun the last Rhino. In combat the Kroot pile in to the Scout & Crisis Suit combat and solve the remaining scout problem. The last Devil fish pushes forward to block the last SW Rhino and kills 1 of the 2 Grey Hunters with Melta Guns and the lone Grey Hunter runs away!


The Kroot solve the scout problem:



End of Tau Turn 3:


Space Wolf Turn 4:
I disembark my Rune Priest and his unit. The Long Fangs kill the wounded unit of Crisis Suits the where hiding behind the wreckage of the Hammerhead. The lone Melta Gunner rallies, advances and destroys the Devilfish that killed his mate! The 6 Fire Warriors lose 2 to the explosion but before the survivors gather their senses 2 units of Grey Hunters and a Rune Priest rip them to pieces and their consolidation sees them just able to contest the Tau objective.


End of Turn Space Wolf Turn 4
Objective in sight


Tau Turn 4:
The remaining unit of Crisis Suits kill the Rune Priest's unit and the last Broadside shoots him in the back and kills him. The Kroot advance but fail their terrain test to charge the last unit of Grey Hunters.

Space Wolf Turn 5:
The last unit of Grey Hunters make a bee line for the Kroot. 1 Unit of Long Fangs launch 4 frag missiles at the last unit of Fire Warriors and CJB rolls poorly and the Fire Warriors get fragged to death. the 2nd unit of Long Fangs try the same trick on the Kroot but only kill 4, while the Grey Hunters kill another 1 with their pistols. IN combat the Grey Hunters easly kill the remaining Kroot leaving the Tau with no scoring unit's left.


The Grey Hunters pile into the Kroot as the Stealth suits look on...
....... and after as the Stealth Suits jet pack away from the angry Grey Hunters!
.


Tau turn 5:

With noting but pride left to play for the Crisis suits reduce the last unit of Grey Hunters to a man and then charge...... The Grey Hunter counter charges back and wounds a battle suit. The battle suits cause 4 wounds on the lone Grey Hunter who ducks and dives his way to safety to win the combat! CJB then rolls a 11 for his LD test and the Suits try to flee but the last Grey Hunter cuts them down in bloody revenge for his squad mates!!

The Crisis Suits pile in.......
.. but the lone Grey Hunter has other ideas as he runs them down!!
.


Turn 6 ends up being the Stealth suits killing all the lone survivors of the Grey Hunters as the Long Fangs try to shoot them.

At the end of Turn 6...................


My objective safely held.....
The Long Fangs overlook what remains of well everything!!!!!!





So after a very bloody game the Space Wolves hold and take the day, but the costs where very, very high! So high in fact if it was kill points the Tau would of won!

Overall a very good game that swung back and forth but the sheer bloody mindedness of the Space Wolves kept them strong till the end. A great game against a great opponent in Commandojimbob and I'm sure he will want to get his own back next time!

Wednesday, 2 February 2011

Army Update 2

Well over the last week I have gotten to the stage of dipping and basing the remainder of the army.

I'm pretty happy with how it's gone (with the odd exception), but my inexperience with dipping shows on the vehicles with the odd blob of varnish - but it's done now.

Over all it certainly gives the army a more darker and gritter look, but the snow on the bases can certainly do with 2 layers so it doesn't look thin/grey.


Meanwhile on the table the Wolves have won their first two games at 1,750pts, first one was verses Blood Angels in Capture and Control (5 objectives) and table quarter deployment. I tabled the BA in turn 6 while holding 4 out of 5 objectives, but I will say the Blood Angels had some appalling luck.

Game 2 was on Vassal vs Necrons, Annihilation with Table Quarters again. He had Nightbringer, 2 Monoliths, lord, 8 Immortals and 30 Warriors, until turn 4 I was losing badly on KP 7-2 (cos I could just couldn't kill Nightbringer) but in turn 4 the Wolves managed one massive combat on the 30 Warriors to force the Phase out, though sacrificing a rune priest to Jaws of the World Wolf the Necron Lord did help a bit.

So I wonder what tonight's gaming will bring......

Monday, 24 January 2011

Two months left and counting...

Well it's pretty 2 months to the day when I will be at the first Independent UK Grand Tournament, and I just submitted my final list last night, so with out further ado here it is:


Space Wolves 1,750
HQ (210)
Rune Priest, Living Lightning, Murderous Hurricane, Chooser of the Slain = 110
Rune Priest, Living Lightning, Jaws of the World Wolf = 100 

Elites (292)
5 Wolf Scouts, Melta Gun =80
5 Wolf Scouts, Melta Gun =80
4 Wolf Guard: 2 Armed with a power fist and a combi melta each, 1 with a combi melta and a bolt pistol, and one with a combi flamer and bolt pistol = 132

Troops (655)
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
5 Grey Hunters, 1 Melta Gun, =80
Rhino = 35
5 Grey Hunters, 1 Flamer =75
Rhino = 35

Fast Attack (210)
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70

Heavy Support (380)
5 Long Fangs, 4 Missile Launchers = 115
Razorback, Lascannon, Twin linked Plasma gun = 75
5 Long Fangs, 4 Missile Launchers = 115
Razorback, Lascannon, Twin linked Plasma gun = 75

 Grand Total: 1,747

I've gone with a combi flamer on the 4th Wolf Guard for close encounters with hordes (Orks are my bogey army). Wolf Scouts in my experience have been a case of 2 or none as 1 will always end up on the most far away board edge. Rest of the army is pretty straight forward.

Sadly none of my regular club mates play at 1750! So I have had to strip the list down to 1,500 - basically I have dropped the two 10 man Grey Hunter units to 5 men each and drop the 100 point Jaws Rune Priest.

It works after a fashion but I need to learn to use the Land Speeders better as they tend to die quickly with out doing much damage.


Also I have Vassal so if anyone fancies a game on there drop me message!

Sunday, 16 January 2011

Army Update/Filler post

I was going to post something else on Sunday or Monday but something else has popped up in real life so here's my 1,750 point army so far - roughly 60%ish done, sorry about the rushed nature of the pics, but reality calls.

Wednesday, 12 January 2011

Choosers of the Slain

Hi everyone,

One big bone of contention for many Space Wolf players is where to a get a model to represent a Rune Priest's Chooser of the Slain, and if the only place you can play is you local GW then you are limited to GW models (give or take the odd generous manager).

Well for me (and hopefully you) the search is over!

High Elf Giant Eagles - but Warmaster ones!
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat490078a&prodId=prod1130088

At £8.70 for 3 they are a decent price and for 3 should keep most Rune Priest heavy armies happy.

Monday, 3 January 2011

New Year, New Models

Happy New Year everyone, hope you all had a good Christmas/Yule/Dinner too!

Today I have a few models I've been working on, some Wolf Scouts using the Scouts from the Land Speeder Storm kit as well as two Wolf Guard with combi-weapons. You may also notice some Forgeworld Space Marine Character Conversion kit bits in amongst them too. It's a nice set of Umbra style bolt pistols, bionics and special weapons.

First off 4 Wolf Scouts, these are Scouts using the Land Speeder Storm sprue, and some IG bits too:

Wolf Scout armed with a Melta Gun
Simple converted Scout with Hand Weapon and holsted pistol

Scout with Bionic arm on a crate

Surprised/resting scout on Container

Wolf Guard with Combi-flamer and bolt pistol
Wolf Guard with Combi-melta and bolt pistol


So a few conversions that I like. I just hope I can give them a decent enough paint job.

Till next time!!!

Monday, 20 December 2010

Playtesting 101



Well after seeking some advice from Kirby and the idea of dropping a couple of Grey Hunters and a Rune priest for 2 Razorbacks with Lascannons and twin linked plasma guns for the Long Fangs seems quite obvious now (Yay for hindsight!)

So this means some play testing. Now play testing should be a piece of piss for me, as those of you who know me should know that I use to be a computer games tester for Free Radical Design before they went bust. I did not work on this. Honest. No sirree George.

 
Anywayyyyyyyyyyy...................... 

while at work today during a quite period I started to write down to pros and cons of each group:

1 Rune Priest + 3 Grey hunters vs 2 Las-plas-backs (Lascannons, TL Plasma gun Razorback).


So the Pros for a Rune Priest and 3 Grey Hunters are:

Pros:
  • Psychic Defence
  • 2 Psychic Powers (living Lightning + X) 
  • Runic Weapon
  • +3 Scoring Bodies
  •  Need 3/4 Shots/hits to kill off
  • Flexible - can shoot stuff and assault stuff
 Cons:
  • Vulnerable to small arms (lasguns, bolters etc)
  • Can fail important leadership test
  • Grey Hunters only have standard kit
  • Rune Priest can be shut down by enemy psykers

And for 2 Razorbacks:

Pros:
  • Has an armour value so is pretty much immune to small arms fire
  • Can move and fire a heavy weapon
  • Lascannon and TL Plasma guns gives me much needed Long Range Ap2 fire
  • Can't be locked in assault
  • Can tank shock and ram
  • Is a spare transport for other grey hunter units if their Rhinos get wrecked
  • Can get my Long Fangs into good spots in Dawn of War set ups
  • Have a 1/3 chance of being destroyed thanks to the damage chart (1/2 vs melta/Ap1)
  • Can insta kill MEQ characters.

Cons:
  • Can be killed in one lucky shot
  • Low armour value
  • Hard to give a cover save to
  • I have no experience in using them! (note to self: this is what play testing is for dip shit)
  • Must be stationary to fire at full effect
At the moment it seems like a decisive victory for the Razorbacks so far, but we have to consider the rest of the army these units are working with:

2 More Rune Priests, 2 Full unit of Grey Hunters with melta and Rhinos, 2 small units of Grey hunters with Rhinos and wolf guard, 2 units of Wolf Scouts with melta guns, and combi melta Wolf Guard, 2 Units of Long Fangs with Missile Launchers, 3 Land Speeders with Multi Meltas and Heavy Flamers.

So 2 Rune Priests offer up a lot of psychic pandemonium already a 3rd is more fun but it would mean 2 in a rhino and reducing that Rhino's Grey Hunters to mere passengers as the Priests "psych out" of the hatch.

I can't see 3 more scoring bodies going that much further, granted I bet there will be times where I rue not having them there but being in the right place at the right time is more important.

2 more vehicles to join a mass of rhinos and land speeders will/should/could help dilute enemy anti-tank fire - this has certainly been the case with my Imperial Guard in the past.

The added Lascannons can take some of the Anti Tank/monstrous creature weight off my poor long fangs and they are mobile too. Then add in the Twin linked plasma guns for when they hit 24" range and rapid fire at 12" then it looks good. Also they add so much needed AP2 fire power out side the 12"/24" my melta weapons.

So I will definitely get 2 Razorbacks and play test around with them and see what works and dose not work, so a slightly reworked list will look something like this:



HQ (210)
Rune Priest, Living Lightning, Murderous Hurricane, Chooser of the Slain = 110
Rune Priest, Living Lightning, Jaws of the World Wolf = 100
Elites (292)
5 Wolf Scouts, Melta Gun =80
5 Wolf Scouts, Melta Gun =80
4 Wolf Guard (2x Power fist, 4 Combi Meltas) = 132
Troops (655)
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
5 Grey Hunters, 1 Melta Gun, = 80
Rhino = 35
5 Grey Hunters, 1 Flamer = 75
Rhino = 35
Fast Attack (210)
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Heavy Support (380)
5 Long Fangs, 4 Missile Launchers = 115
Razorback, Lascannon, Twin Linked Plasma Gun = 75
5 Long Fangs, 4 Missile Launchers = 115
Razorback, Lascannon, Twin Linked Plasma Gun = 75

1747

Till next time folks!!!!!!!!!!!!

Saturday, 4 December 2010

RRoD is good for the Wolves!



Well my X-box has just suffered from the dreaded Red Ring of Death, meaning no more Black Ops for me :(

But it does mean I have no excuse for getting back to my Space Wolves and painting them! (Perhaps it's a sign from Russ himself :p).

So time to get of my fat ass from fragging random children and dig out my paint brushes again, as it takes around 3-4 weeks form Microsoft to fix it, and add in Christmas shift patterns and postage then make it 2011

Wednesday, 3 November 2010

Army building on the cheap and me

For those of you who know me personally will know that I have spent the last 2 years in and out of employment due to the rescission and George Lucas. (I have a job now so no worries any more). So trying to continue gaming and building a army has been hard.


The best sources I have found for building a cheap army are:


E-bay - I got super cheap Space Marine scouts still on the frame, and some bits to repair tanks etc.
(This is quite obvious for most savvy gamers nowadays)

Webstores - Cheaper Space Wolf Pack box sets
(Most have a good 10-15% discount on normal high street prices)

Trading - see examples below (This oddly has been my main source)

Your old armies - see below (If you have been gaming as long as I have then you have some old minis knocking around)


Most folk know of good web stores like Firestorm Games, Wayland Games,and Malestrom Games, as well as e-baying little Timmy's old marine army.


For my Space Wolves I have traded bits for bits. I have gotten a Land Speeder for my old Dark Angels Codex, a Rhino for a truck load of Imperial Guard tank accessories, a few Space Marines bikers for the metal Bjorn the Fell Handed Dreadnought, as well as bits for other bits (arms, weapons etc).


Some popular forums now have trading areas but as with internet activity buyer beware. 40kforoldmen40kforums, and Warseer all have trade areas, and I guess many others do too.


My last source for cheap gaming is old models and armies. My Space Wolves are probably 70% recycled from my old Space Marine army - the Sons of Aran, or as they are more commonly know as - The Tic Tacs (hence my username). I did this by stripping down my old Space Marines of paint and where possible break the models up in to sections (arms, legs, torso etc) though to be honest quite a few fel to bits in the stripping process!

So a Space Marine went from this:

8 Year old Metroid fan boy to....


To this: (a very unfinished Space Wolf):

.......... badass Space Viking!

So what has been recycled in the above model?

Legs, Shoulder pads, and the back pack.

I have some models where it's all old Space Marine parts except for the Space Wolf head, or the legs, or just the arms. Some models are purely Space Wolf. It's a credit to the sheer number of bits you get in the Space Wolves pack set that you can kit bash so much.

While mixing the 2 sets of kits I kept to (vaguely) strict system of the more senior the Space Wolf the more "wolfy" bits which kind of fits the background as they acquire talismans, honours and such things over time. So my Blood Claws are quite plain with only a few Space Wolf bits, and my Grey Hunters have a larger selection of Space Wolf bits - mainly weapons, torso, legs.

Using the above guideline I have made 2 Space Wolf pack box sets and my old Space Marines to make over 60 Grey Hunters, 20 Blood Claws and a few Wolf Guard!

I would like to thanks those who I have traded bits with over the last few months:

The Student (40kforoldmen)
40kforoldmen)
Kingfig (40kforoldmen)
edmundblack (40kforoldmen, 40kforums.com)

My poor abused fingers for stripping models!


Lasty I would like to thanks those of you who have helped me personally during my unemployment - Suzie W, Suzanne T, Mook, Tom (thanks for asking me to be your best man!) and the rest of "Da Wot Notts", Lucy and Ken, my family, and my girl friend Lucy.

Thursday, 28 October 2010

Evolution of the Army List

Well I had my first two games at 1,750pts yesterday. It's a bit of a strange points cost for me as my friends and I tend to play 1,500, 2,000 or Apocalypse.

So I wrote a list with models that I have (bar 2) and this is what I used yesterday:

HQ (315)
Rune Priest, Living Lightning, Murderous Hurricane, Saga of the Beast Slayer = 110
Rune Priest, Living Lightning, Storm Caller, Wolf Tail talisman = 105
Rune Priest, Living Lightning, Jaws of the World Wolf= 100
Elites (204)
5 Wolf Scouts, Melta Gun = 85
3 Wolf Guard, 2x Power fist + Combi Melta, 1 x Wulfen = 119
Troops (820)
10 Grey hunters, 2 Plasma Guns, Wulfen, Wolf Standard = 185
10 Grey hunters, 1 Flamer, 1 Plasma Gun, Wulfen, Wolf Standard = 175
10 Grey Hunters, 2 Melta Guns, Wulfen, Wolf Standard, Power Weapon = 195
Rhino = 35
10 Grey Hunters, 2 Melta Guns, Wulfen, Wolf Standard, Power Weapon = 195
Rhino = 35
Fast Attack (230)
Land Speeder Typhoon, Heavy Bolter = 90
Land Speeder, Multi Melta, Heavy Flamer = 70
Land Speeder, Multi Melta, Heavy Flamer = 70
Heavy Support (180)
4 Long Fangs, 3 Missile Launchers = 90
4 Long Fangs, 3 Missile Launchers = 90
1749

In my first game I played my friend Liam's Eldar. He had:

Eldrad and Seer Council in a Wave Serpent with TL Shuirkan Cannons and hull mounted cannon too.
A Farseer with Guide
2 War Walkers with 2 Missile Launchers each.
11 Storm Guardians, 2 Fusion Guns, Warlock with Enhance and a Wave Serpeant as above.
Guardian Defenders, Bright Lance, Warlock with Conceal.
7/8 Striking Scorpions with Exarch with twin chain sabres.
2 Vibro Cannons

Game was Capture and Control (1 objective each) with Spearhead deployment (Table Quaters).

In other words the classic "draw" scenario that plays in to a fast army's hands (ie Eldar)

Liam reserved his whole army so the first 2 turns nothing really happened. His army turned up on turn 3 (nasty). Short of the story was that Liam hasn't played in a while and was in a "6 turn game" mind set so didn't have my objective contested and just wasn't close enough to hold his, so when he rolled for turn the game ended in 5 and he lost.

So a bit of a hollow victory to be honest but if there was to be another turn he would of lost the last of his scoring units more than likely, and I might have his objective while mine is contested (dice permitting).

2nd Game was against my friend Ben's Imperial Guard. I'm a BIG guard player myself so I know his bag of tricks and what's to come. He had:

Primaris Psyker
2 Squads of Veterans with 3 Plasma Guns, Lascannon, in a Chimera with 2 Heavy Bolters
2 Squads of Veterans with 3 Melta Guns, Lascannon
2 Vendettas, with Heavy Bolter Sponsons (Melta Vets ride in these)
2 Leman Russ Demolishers with 3 Heavy Bolters
2 Banewolves

Mission wise we got a good old fashioned slaughter - Pitched Battle, Annihilation.

All my melta guns did jack shit (3 missed, and one rolled snake eyes for penetration). But Living Lightning 3 times over and the Land Speeder Typhoons missiles did a lot of damage. Ben squeezed out a 7-5 win by getting his last 2 KP in the last turn.

So what have I leanred?

Well vs the Eldar, Rune priests are so damm good. I didn't get many powers off due the Runes of Warding, but when I did stuff died. But on the upside 4+ to stop psychic powers reduced Eldrad's effectiveness massively - he only got off 2 out of 8 attempted powers.

Wolf Banners and Mark of the Wulfen ruin most people's days. In a combat vs the Striking Scorpions the banner reduced my casualties by 50% and when the Wulfen rolls a 1 for his number of attacks *bang* re-roll that, oh look its a good roll (4). And vs Toughness 3 my 5 Marines where wounding on a 3+ re-rolling 1's!

Vs the Imperial Guard:
I need to mech up everyone, or they are going to sit still and do nothing and probably die - even if I'm going to camp on a objective all game.
Again Living Lightning kicks ass, but I could do with some Choosers of the Slain to beef up the Rune Priests roll's to hit as I did roll a lot of 2's.
Take a page for the Guard book, send 2 units to do 1 units job. I sent my melta units in piece meal and they paid the price.
If I'm going to take wolf scouts then I should take 2 units (or 3) or none at all. As in both games the unit rolled poorly for their out flank and either died vs the Eldar or did nothing vs the IG. - Again goes back to 2 units doing 1 units job.

So after some note taking and some tinkering around this is the list I want to try next but I lack the extra 2 Rhinos, a melta gun or 2 and 2 missile launchers, and a Land Speeder:

HQ (315)
Rune Priest, Living Lightning, Murderous Hurricane, Chooser of the Slain = 110
Rune Priest, Living Lightning, Storm Caller, Wolf Tail Talisman = 105
Rune Priest, Living Lightning, Jaws of the World Wolf = 100 

Elites (292)
5 Wolf Scouts, Melta Gun =80
5 Wolf Scouts, Melta Gun =80
4 Wolf Guard (2x Power fist, 4 Combi Meltas) = 132

Troops (700)
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
6 Grey Hunters, 1 Melta Gun, Mark of the Wulfen =110
Rhino = 35
5 Grey Hunters, 1 Flamer, Mark of the Wulfen =90
Rhino = 35

Fast Attack (210)
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70

Heavy Support (230)
5 Long Fangs, 4 Missile Launchers = 115
5 Long Fangs, 4 Missile Launchers = 115

1747

I feel its better, I've basically dropped a few men and power weapons for transports, scouts, and wolf guard.

On the painting side of things I've 'dipped' 90% of the models now in the Army painter strong tone varnish and they look pretty nice even in a half arsed state. So I just to renovate 2 Land Speeders, buy a 3rd, 2 Rhinos, and some melta guns and I'm good.