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31/01/2012

Battle Report: Imperial Guard vs Space Wolves - 2,000 points

Got a game in with Shaun on Sunday. He is testing his Space Wolves for my upcoming tournament and is using a list I wrote for him http://www.imperiusdominatus.com/2012/01/army-lists-space-wolves-rhino-rush-2000.html, will be interesting to see how it goes.

I am using Guard today. I haven't used them since October and thought I should blow the dust off them. I think Guard are perhaps the best army in 40k at the moment and it will be good to see how well Space Wolves perform against mech Guard.

Imperial Guard "Steel Lions" - 2,000 points


HQ

Company Command Squad w/ Chimera - 4 x plasma guns
Company Command Squad w/ Chimera - 4 x plasma guns

Troops

Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x meltaguns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns

Fast Attack

Vendetta
Vendetta
Hellhound

Heavy Support

Manticore - heavy flamer
Manticore - heavy flamer
Manticore - heavy flamer

 
Space Wolves - 2,000 points
 
HQ
 
Rune Priest - living lightning, jaws of the world wolf & chooser of the slain
 
Elite
 
Wolf Scouts - meltagun & melta bombs
 
Troops
 
10 x Grey Hunters w/ Rhino - 2 x meltaguns
10 x Grey Hunters w/ Rhino - 2 x meltaguns

10 x Grey Hunters w/ Rhino - 2 x meltaguns

10 x Grey Hunters w/ Rhino - 2 x meltaguns

10 x Grey Hunters w/ Rhino - 2 x flamers & mark of the wulfren
10 x Grey Hunters w/ Rhino - 2 x flamers & mark of the wulfren

Fast Attack

Land Speeder - typhoon missile launcher
Land Speeder - typhoon missile launcher
Land Speeder - typhoon missile launcher

Heavy Support

5 x Long Fangs - 4 x missile launchers
5 x Long Fangs - 4 x missile launchers
5 x Long Fangs - 4 x missile launchers

Pre-game Analysis

Shaun has got a lot of infantry and missile shots and I expect that he can easily stop my fire power even if stunning/shaking my vehicles. What I need to do is focus on several targets at once, which is going to be difficult. Though, the meltas are such a worry just yet and if they do come close then they can eat plasma. I'll tackle the Long Fangs and Typhoons first, this will cut down a huge amount of missiles coming my way. I think if I can do that then I stand a good chance.

Game: Annihilation + Pitched Battle

Deployment

Shaun wins the roll off and deploys first. He puts a Long Fang unit either side of the board in a ruin and then another unit along with the Wolf Priest in a ruin in the centre of the board. He splits his Rhinos and puts them either side of the central ruin in a rhino-train setup. The Typhoons then support the train formation holding the centre of the board. Wolf Scouts stay in reserve.

I deploy refused flank and put all my units on the left flank. I put plasma units at the front, melta units behind and have two Manticores behind a ruin while the Hellhound and another Manticore are exposed, this is due to space. The two Vendettas I deploy more over to the right flank, this seems weird but I will move both of them flat out and get them to join my armoured spearhead during the Scout move.



* Tactical Notes

I've managed to out deploy Shaun, he has a unit of Long Fangs and three Rhinos which won't be in range for sometime. If I can use this time to cause as much damage as I can and use the entire of my force against half of his then I should be able to pull through this battle.

I will move up 6" to edge a bit closer to Shaun and keep my units along the left flank, the large ruin that side will give me cover. I'll torrent the closest Long Fangs with multi lasers and any Speeders if I have shots left. Manticores will drop rounds down on the Rhinos with hope of stopping some and causing a train wreck.

Turn 1

I attempt to seize the initiative but fail. I scout move both Vendettas towards my armoured spearhead.

Shaun's first turn; Speeders move about to get better LOS while the two Rhino trains move out and move into a triangle formation.

Shooting; Long Fangs on the right flank are out of range. Long Fangs in the centre split fire and blast one the two Vendettas with the Priest's support, one Vendetta is weapon destroyed and the other is a wreck. The other Long Fangs blast the remaining Vendetta, my cover saves are strong. All Rhinos pop smoke.

My first turn; I move my Chimeras out, two move through terrain without any problems. Hellhound splits off to act as a distraction and takes the exposed side of the ruin. One Manticore moves to get LOS on the far incoming Rhino spearhead.

Shooting; Manticore which moved drops two shots on the oncoming Rhinos on the right side, shots scatter and I fail to do any damage. Other two Manticores indirect fire at the Rhinos closest to me, cover saves save against the first bombardment, though the second gets through and explodes a Rhino - Grey Hunters pass morale and pinning test, I then burn that unit and a oncoming Rhino with the Hellhound, Rhino is fine though a few more Hunters die. Multi lasers torrent the closest Long Fangs and only one survives - he passes morale.

Kill points - Imperial Guard: 1 Space Wolves: 1







* Tactical Notes

A decent start for both of us I think. Shaun has took out a Vendetta and took a weapon on another, though that's not a huge problem. I think I've done more damage and exposed a melta-hunter unit and depleted that squads numbers. I have also managed to almost wipe out a Long Fang unit, that has reduced some fire power nicely for me and will be a easy kill point next turn.

Next turn I'll move up the Chimeras and multi laser that single Long Fang to death, remaining multi lasers will go into the Speeders. Plasma units will blast that melta-hunter unit on foot and hopefully get another kill point.

Turn 2

Space Wolves Rhinos move 6" towards the Hellhound while the other formation moves 12" and uses a centre ruin to get cover. Speeders move about a little bit again.

Shooting; meltas from one of the two Rhinos nearby fire at my Hellhound, though fail to do anything. Long Fangs in the centre do better, they split fire and wreck the Hellhound and shake the last Vendetta. The single Long Fang gets lucky and weapon destroys one of my Manticores, damn it! Speeders blast one of the other Manticores and it explodes!

My turn; I move the Chimeras up and turn onf of the CCS' Chimeras on its side so the plasma guns are more in range. A melta Veteran Chimera moves over the Hellhound wreck ready to take out some Wolf Rhinos. The Vendetta moves flat out to get a cover save seems it cannot shoot.

Shooting; multi lasers fire and kill the single Long Fang and weapon destroy the closest Speeder. Meltas fire at the oncoming Wolf Rhino and score weapon destroyed and immobilised. Remaining Manticore fires a single shot, it scatters and does nothing. CCS rapid fires plasma into the remaining melta-hunter unit on foot, a sole survive hangs in there.

Kill points - Imperial Guard: 2 Space Wolves: 3







* Tactical Notes

Ok, not a too bad turn, though Shaun has managed to creep in the lead. I've lost two Manticores virtually, that's annoying and also my Vendetta hasn't been able to shoot. To annoy me even more that single Long Fang asborbed too much multi laser fire and the Grey Hunter unit refused to go down, now a single melta is running about and close to my tanks. On the other hand, I have stopped missiles from firing on a Speeder and that single melta-hunter is no doubt dead soon.

Next turn I'll continue to use the shrine ruin as cover and blast the Speeders with multi lasers while I plasma torrent the remaining Rhinos and Grey Hunters.

Turn 3

Shaun rolls for reserves and the Wolf Scouts fail to show up.

Grey Hunters bail out from the immobilised Rhino and brandish meltaguns in the direction of the Chimera sitting on the Hellhound wreck, the support Rhino carrying a flamer unit moves back. Rhinos still on the right flank move closer, though I only think they move 6" for some reason. Long Fangs move out through terrain as they are never going to be in range this game nor get a shot off.

Shooting; double meltas fire into the Chimera sitting on the Hellhound and the heavy flamer is ripped off and the tank is stunned - how annoying. The single Grey Hunter gets revenge on my Guard for killing his pack and blows up the CCS tank - one Guardsmen dies and the squad passes pinning test. Missiles from the Long Fang unit in the centre blast my Manticore and fail to score any damage at all.

Guard's turn; CCS moves into terrain to rapid fire the side armour of the immobilised Rhino while the remaining Chimeras move up, one moves through the crater of the exploded Chimera without any problems. One Chimera splits from formation and moves 12" across the flank towards the stunned Rhino, plasma unit bails out and the melta unit from the stunned Chimera bails out - both ready to dispense death on the Grey Hunters.

Shooting; CCS issues FRSRF to the melta Veteran unit and I roll a double 6, no more orders :(. CCS blasts plasma into the side armour of the immobilised Rhino and it is wrecked. Meltas fire into the single Grey Hunter and he is toast. Multi lasers fire into the Speeders and I manage to take one out. Both the melta and plasma Veterans on foot fire into the melta Grey Hunters, after the dust has settled two remain and they pass morale.

Kill points - Imperial Guard: 5 Space Wolves: 4





* Tactical Notes

I have switched places with Shaun now and now have a single kill point lead, though I don't think it's going to last as I have three Guardsmen units on foot and Guard in small units aren't hard to kill. Overall I don't think it was a bad turn and slowly I am starting to clear the left flank, though I can see I might be in trouble next turn.

Plan next turn is to finish off those two Land Speeders, plasma the two melta Grey Hunters and start dealing with the last Rhino by my armoured formation and start chipping away the Long Fangs in the centre.

Turn 4

Wolf Scouts still fail to show up.

The two melta Grey Hunters move closer to the stunned Chimera while the Rhino carrying the flamer Grey Hunters moves 12" towards my Veterans and the flamer unit bails out. Rhinos make it now in the centre of the board, though still hang about, not sure what they are doing.

Shooting; Meltas fire at the stunned Chimera  and manage to make go boom, one Grey Hunter dies to shrapnel and the other runs off, though is blocked and destroyed by his own unit. Fangs in the centre split fire and wreck a oncoming Chimera - squad fails pinning, also fires at the Manticore but scores no damage. Long Fangs on the right flank are still out of range and run to get closer. Flamer Grey Hunters BBQ the plasma Veterans.



Guard's fourth turn; I move the CCS on foot and Chimeras closer to the immobilised Land Speeder while melta Veterans get back into their Chimera and it moves towards the flamer unit.

Shooting; all my plasma units except one are out of range of the immobilised Land Speeder, they manage to explode it though. Multi lasers blast the remaining Speeder and it explodes also, remaining multi lasers chip at the Long Fangs and kill a missile launcher and put a wound on the Rune Priest. Chimera, melta Veterans and I am forced to fire the Vendetta at the Grey Hunters with flamers, two left and they pass morale. Manticore gets another single shot, though it's enough and explodes a Rhino - squad fails pinning test.

Kill points - Imperial Guard: 9 Space Wolves: 7






* Tactical Notes

I am getting a nice lead in kill points now and pretty much cleared the left flank and started to chip away at the Long Fangs in the centre. A pity majority of the plasma guns were out of range of that Speeder.

Next turn I'll carry on blasting the Long Fangs while I finish off those two flamer Grey Hunters and there Rhino.

Turn 5

Wolf Scouts finally arrive, though they still don't want to play ball and appear on the right flank - good news for me!

Flamer Grey Hunters get back in their tank and move along side the Chimera, not sure what the plan is here. The other two Rhinos hold back.

Shooting; Long Fangs on the right score weapon destroyed on the other CCS Chimera losing the heavy flamer. The Fangs in the centre blast the Chimera by the flamer Grey Hunters and manage to shake it.

Guard's turn; the CCS on foot moves through terrain to blast some Wolves while the Chimera nearby the flamer Grey Hunters moves through terrain and the melta Veterans bail out to unleash melta death on the Rhino. Vendetta moves to get better LOS on one of the far Rhinos.

Shooting; CCS issues bring it down to itself, the melta unit on foot fires into the Rhino and scores some damage, it's left to the CCS to blow the rear off it (good job I issues bring it down just in case) and the tank explodes, one Grey Hunter dies and the lascannons from the Vendetta finishes off the other one. Multi lasers from the trio of Chimeras blast and leave the centre Long Fang unit with just the Priest and a single missile launcher.

Kill points - Imperial Guard: 10 Space Wolves: 7



* Tactical Notes

I am still keeping the lead, which is good and now totally cleared the left flank. I've also managed to cut down the Long Fangs too. My only problem is the other Rhinos are too far are and have LOS blocked too them for me to see, so they can easily move up and start blasting the exposed melta Veteran unit on foot and the shaken Chimera.

Next turn I'll blast the remaining Long Fangs with multi lasers and see what else Shaun does.

Turn 6

Game continues.

Rhino carrying a flamer unit moves 12" and the unit bails out right by my melta Veterans. The other surviving Rhino falls back while the melta unit which was pinned moves through the centre ruin and take cover on the ground level.

Shooting; Long Fangs on the right flank immobilise the CCS Chimera. Surviving Long Fang immobilisesthe last Manticore while the flamer Grey Hunters BBQ the melta Veterans after scoring 14 wounds. Rune Priest does jaws of the world wolf on the CCS in the ruin, one Guardsmen dies though the line catches a unit behind and three Guardsmen fall into the darkness - unit passes morale.

Guard's turn; Chimeras hold position while the depleted melta unit moves up to the flamer Grey Hunters ready to issue melta death. Shaken Chimera moves a bit so it doesn't get auto hit if there's a next turn.

Shooting; CCS issues FRFSF without any problems and the melta Veterans blast the Space Wolves with extra lasgun shots, the CCS follows with long range plasma and the Chimera also burns them - only two left and squad passes morale. Multi lasers fire at the Long Fang and Priest, the Long Fang dies and I get another kill point.

The game ends after we roll for it and Imperial Guard win with 11 kill points to Space Wolves 8.



Summary

A good game that, perhaps one of the best I've had with Shaun. Was a close game most of the time and I only pulled away on the last few turns. The end result didn't have a lot and I think the Space Wolves played well.

Not sure if I made any mistakes myself this game, which isn't bad considering I haven't played with my Guard since October. I guess to be fair it's not like Guard are a hard army to play.

Shaun did well in this game and told me he liked the Space Wolf list. He said he was going to drop a Speeder, mark of the wulfren on the flamer units and get another Wolf Scout unit as they always do well for him and just in case the dice don't work for him, like this game.

I think Shaun's deployment could have been better. He should have deployed more close together in pitched battle and he then would have more offensive against me and more targets straight away. A few things I also suggested to him like getting the flamer unit back into the Rhino or I'll blast them next turn and also moving them up 12" and bailing out and issung burny burny death. Other than that I think he played well.