Thursday, July 19, 2012

2012.07.14 Space Wolves v. Grey Knights


This is my second game of 6th! It was pretty good and again definitely showcased a lot of the changes from 5th. I played against a fellow I'd never met before who was pretty chill, though we were all bummed because there was supposed to be a tournament that day but not enough players showed up.

The Challenger:
Drive me closer so I can hit them with my demolisher cannon.

Logan, the Great Tax

Rifleman Dreadnought x3

5x Wolf Guard x5
- 1x TDA, 1x CML

3x Thunderwolf Cavalry
- 1x Stormshield

Vindicator x3


The Defender:
I have a unit worth half your army.

Lord Faggo
Inquisitor (?)

Vindicare Assassin

10x paladins
- psycannons, halberds, daemon hammer or two

5x Grey Knight Terminators

Stormraven
-Las/MM

Rifleman Dreadnought x2

We got the hammer & anvil deployment (corners) with purge the alien (fuck). Going in, I've got 13 kill points, he's got 8, which is a god damn travesty for me. I resigned myself to just killing everything that that wasn't a paladin and minimizing losses.



I castled up on the corner, while my opponent just took range across from me, putting his paladins as far forward as possible. The assassin is in the area terrain in the center of the picture above. I've got two units of WG in the tiny ruin with the other three spread about. behind them. This match I got the ruins strategic warlord trait, while my opponent got something that wasn't useful (or at least, was never used, so same difference). His psyker took some random powers that didn't do anything.

While I won our roll-off and elected to deploy first, he seized anyway.

TURN 1

Note: we forgot to play night fighting again the first turn, which would've made a big difference actually with the vindicator/dreadnought range bands, but oh well. The vindicare assassin super-pens a vindicator, but gets stopped by a 4+ cover (GG warlord traits). One of the dreadnoughts takes a hull point off of another vindicator.


I move the vindicators forward 12" and everything else stays put basically except for the cavalry, which move 12" towards his deployment zone. Two dreadnoughts take off two wounds from the assassin, thankfully ending his chicanery for the match. The last rifleman takes off two hull points from the leftmost dread, immobilizing and shaking him. Missile fire takes off two hull points from the other dreadnought and shakes it, while the vindicators can't shoot.

TURN 2

Both dreadnoughts pass fortitude (lame...) and the stormraven comes in. Dreadnought fire wrecks the middle vindicator while the stormraven immobilizes the far dreadnought and pops the demolisher cannon off of a vindicator. You'll note however, as I did later, that the facing of the stormraven was illegal. (It entered in Zoom mode but made a second >90° turn to shoot at side armors). So much for taking out paladins.


Three dreadnoughts unleash a hail of autocannon fire at the flyer and knock out three hull points with 12 snap shots. Kaboom! I roll up five wounds for the armor save-less terminators aboard but they all make their fucking invulns. Blarg. They scramble out almost 8" away from the stormraven.








My last demolisher cannon then wrecks a dreadnought while cyclone missiles finish off the other. 8 missiles later, one terminator dies.

Cavalry just move and run.



TURN 3

Psycannon shots wreck the last vindicator worth a damn while the terminators' 8 storm bolter shots manage a final glance on the cannonless vindi.


Cavalry move towards paladins, hoping to tie them up for one turn. Dangerous terrain test yields a wound that gets saved, thankfully. Putting missiles into the cluster of paladins yields three wounds and I take out the front model, the others passed down the line.

Cavalry make their charge! WAROOOOOOOOOOOOO. Paladins cast Hammerhand, and then the Hammer of Wrath puts a wound on the hammerdin which I specifically sniped out. Halberds and regular attacks put out 6 wounds, 2 of which get saved by the storm shield, but then my opponent says he's activating the NFW for instant death from brotherhood banner. Turns out this is pretty illegal since paladins aren't mastery level 2. Regardless, the TWC pop from instant death and he consolidates, thus wrecking my range advantage.




TURN 4

The terminators explode a dreadnought, I forget how. Psycannon maybe. Anyway, paladins take out three power armor bubble-wrappers off of a wolf guard unit.


I move all my guys max range away from the paladins (towards the terminators) and put 10 frag missile templates and 12 autocannon shots on the paladins, managing perhaps 40 hits or so and get a total of two wounds for my efforts.



TURN 5

My opponent moves his two units then multi-assaults two units of wolf guard. His halberds and NFW avail him nothing as I wreck their faces with counter-attack power mauls, routing the terminators.


Shooting sees a nearly identical allocation of shots to the paladins but only get two wounds this round. We roll to continue and it comes up 6.

TURN 6

My opponent finally gets the last wound onto a squad of wolf guard, giving him one last KP. In return I land 16 wounds on the squad from missile fire, and all but one are saved. Dreadnoughts pinch out one last wound which manages to remove a model. This does not remove him from my deployment zone :(



RESULTS  

Game ends with me having netted five victory points from the mission, along with first blood. My opponent killed one squad of wolf guard, three vindicators, the cavalry and a dreadnought for a total of six, but he also got Linebreaker.

I did a lot of stupid things in this battle and each of them got my vindicators killed or my cavalry dead. By RAW the cavalry would've survived another round of close combat, if only for the fact that halberds attack at I6 but pile-in at I4 (either this or models with unwieldy weapons die to Jaws on a 2+). I should have not engaged them in the first place though and simply gone for Linebreaker with the TWC. This would have assured me victory.