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

Tuesday, 15 August 2023

Death Guard in 10th...

Hello!

So Death Guard. They aren't in a great place in 40k right now, and a lot of people have been fairly salty about this. Personally I'm not really one of them, to me Death Guard are not good, but they still kind of do what I feel they should and with GW re-writing rules for the entire game there was always going to be a few winners and losers on the balance front. With that in mind I have decided to plow on regardless with running Death Guard for the first chunk of 10th ed, until the Tyranid codex comes out at least. 

With that in mind I put a minimum investment in to playing the army - I bought the data cards and a few cheap deals off eBay, and got to playing some games and figuring out how to play the new edition. I managed to sign up for a Grim Dice tournament at the end of the month so I think my goal is probably to take Death Guard and win one game, but we shall see how that turns out. In any case, the new additions included a trio of Mephitic Blight-haulers, the most adorable of daemon engines, which I have painted up with lots of help from the sponge. 





Anyway, first game with Mortarion and friends was against Tom's Adepta Sororitas. I took the Primarch of course, with assorted vehicles (all I had at the time) and big blocks of Blightlord Terminators, melee Plague Marines and shooty Plague Marines, all with full character support. Basic plan was to smash into the middle with Morty and the Terminator block, while the vehicles got positioning and objectives.




It wasn't a totally embarrassing defeat, but the Death Guard were fairly comprehensively beaten. I learned that the big blocks just aren't that tough, even with character support, and I also severely lacked in cheap chaff units to score secondary objectives. Finally I learnt the power of overwatch when Vahl's unit took a huge chunk out of Mortarion with their multimeltas after he landed within nine inches of them.

Second game was shortly after with the same list and a rematch from one of my latter games of 9th against Sharpy and his Aeldari. This game featured Servo-skull objectives so it was a fun one to learn how to try and score the secondaries better.





This one ended pretty close, but another loss. The Eldar snuck ahead at the end thanks to swooping hawks pushing the objective around unopposed. Mortarion once again killed the Avatar (though it did take him a long time to do it) but the DG were once again not quite tough enough to get away with big units walking around in the open.

I decided to split my 10 man units up into smaller ones in order to hide them better and focus on the objectives. Without the big blocks I also dropped a bunch of characters in order to sneak in some Poxwalkers to do the annoying chaff thing.

Third game with the DG was against Mixtapir and a load of mostly Primaris Space Wolves. Like me he had decided MSU was the way to go so there were a lot of small units running around.





This time the list actually worked really well. While I know Space Wolves are also struggling a bit in 10th it felt like I was very rarely blocked out of scoring by a bad card draw or units being tied up with killing stuff. Mortarion flying up the middle as a big distraction kind of worked - the enemy decided to ignore him and focus on the light vehicles to get some easier kills and as such he got stuck into their front lines, and then back lines! For the first time in 10th (and possibly 9th as well?) I scored the full 100 points (I think the SW got 60 in the end, so not a completely one sided game).

The fourth and most recent game was once again against Tom's Sisters, now with Knight Armiger allies. We both had a lot of units to play with and it was the servo skull mission again so it would be all about pushing forward.





This game was really, really close, ending with 10 points in it. My forces did a great job of occupying the middle board and Mortarion took a hilarious amount of firepower from the Imperial forces. MSU worked great with lots of trading on the flanks, but I was once again undone by Vahl and her warsuits, eventually clearing their flank and escorting a servo skull into my deployment zone in turn 5. The various flaws of the Death Guard were pretty apparent in the end game here - struggling to remove enemy armour and their infantry lacking the famed survivability you might think they should have. None the less a well contested game and an encouraging sign for the future!

So, four games in an 1-3 with the DG, but lots of lessons learned and some close games so I'm feeling confident that I can get something out of them, so I think I will persevere to the tournament. On a practical point I have the cards for them and I've now learnt most of their rules, plus it has been a lot of fun painting up more dirty plague dudes!

Anway, thanks for reading, and hope you enjoyed! Stay safe out there!

Saturday, 15 April 2023

A Grim Invasion - Ork Crusade So Far...

Hello!

Looks like I'm finishing off 9th edition with some Crusade! Once again, Grim Dice are running a Crusade league, and I decided to join in with the Snakebite Orks this time, after previously running AdMech and Tyranids. Since initially at least Crusade games tend to be quite short, and the last times I had a few byes so didn't actually play all the games anyway, and I'm kind of lazy (no one is paying me for this!), I'm just going to do a quick summary of each game, and this first post will be the first three of them.

This time rather than using a GW narrative pack the guys at Grim have decided to run their own narrative, which features special attacker and defender bonuses and a system of boons for your warlord to accumulate over the campaign. With this in mind I decided to lean into a bit of Warboss hero hammer and make Redtoof as tanky as possible - I used the Beast Boss and gave him both the Super Cybork Body and the Half-Chewed warlord trait. In the initial 25PL force he was leading up thirty assorted Boyz and some Squighog riders from Da Vipers tribe. 

The first game was against Grey Knights, bringing a couple of regular power armoured squads, some cheap servitors and a big beefy Dreadknight!







The Knights carved through the Boyz, while Redtoof went on a bit of a rampage chopping through marines everywhere. Thanks to teleport shenanigans the Grey Knights were able to pull ahead on points but by the last turn only two models remained - both warlords! The Dreadknight teleported over to have a duel (and pick up a load of XP) but Redtoof survived and managed to cut him down in return, having previously lost wounds from a fight with the Squighog Boyz. Technically a loss for da boyz but Redtoof killed basically the entire enemy army so got to feel pretty good about himself.

Second game was against Space Wolves, running the Phobos armoured Vanguard army of renown. Lots of sneaky tricks but that might not help them up close and personal with the boyz...









The Boyz got stuck in quick this time after some generally disappointing Space Wolf firepower (aside from the Eliminators removing the Squighog Boyz in one volley), coving the objectives with boots and their choppas with blood. The marines fought back with an outflanking squad of specialist Hounds of Morkai, but they were too little too late and the collective bosses got together to krump 'em good. Solid win for da Boyz.

After game two it was time to increase to 50 power level. I opted to add in a couple of big fun models in the Squiggoth and Killrig, and three of my recently painted Warbikers. During the first two games Redtoof got to Blooded rank and I picked up the Ded 'Ard armour and a WAAAGH-Boss upgrade to make him even tougher. With the custom boons he's now sitting at 9 wounds!

Game three was once again vs Space Wolves. Narratively appropriate that they would come to avenge their brothers. This time a more heavy hitting melee focused force with Wulfen, Thunderwolf cavalry, a Dreadnought and jump pack Wolf Guard, plus a beefy lord and some primaris units to fill the gaps. It was also a sabotage mission so the Orks would have to do actions on the objectives to destroy them and score points.










The Orks got to charge in first this time, with the Kill Rig and Warboss Redtoof making contact immediately. This time however the Wolves punched back hard, and it quickly turned into a bloodbath, all thought of objectives forgotten. Redtoof was felled for the first time this campaign with the combined might of Eradicators shooting and the veteran Dreadnought charging - though he did take out the Dread in return! The Squighogs managed to return the favour and down the enemy Warlord, though it wasn't going too well elsewhere and the last Squighog was the final Ork model surviving before getting cut down by Thunderwolves. A loss, but a good scrap none the less! The Squighog boyz did get a battle honour for their troubles, becoming Veteran warriors.

One win, one moral victory and one tabling, a reasonable start for da Vipers who are just here for a big fight, and a good start for Redtoof who has accumulated plenty of XP so is likely to go up again the next game, and has picked up 6 unit kills already! WAAAGH!!!

Anyway, thanks for reading, hope you enjoyed, and stay safe out there!

Wednesday, 15 February 2023

Video Boarding Action Battle Report - Tyranids vs Space Wolves

Hello!

Back with another Narrative Wargamer YouTube battle report! And this time, it's with the new-ish Boarding Action rules - though rather than using expensive, probably out of stock plastic terrain that neither Tony or myself own, we made a battlefield with card Necromunda and Space Hulk tiles. With that in mind we picked a thematic match up with my Tyranids taking on not-quite-terminators, in a mostly Gravis armoured Space Wolf force. The Wolves were kindly lent to Tony by fellow Narrative Wargamer Podcast contributor, Chris of the Unrelenting Brush.

In any case, after their kin inflicted a minor loss on the Tyranids, the Space Wolves were on the hunt, venturing into a space hulk looking to burn the nest, but the Nids were certainly not going to go down without a fight, especially as they were able to employ specialist organisms bred for this kind of battle. This would most certainly be a brutal, close quarters battle of ceramite against chitin...


I really enjoyed the differences here between a regular 40k game and Boarding Action. It really felt a lot more tactical than a normal 500 point game of 40k which usually goes one sided very quickly in my experience. The terrain and various changes to actions and overwatch etc meant there was a lot more thought going into how to negotiate the battlefield and it helped kept units alive a fair bit longer. I hope that comes across in the video, and you enjoy it - and maybe it'll inspire you to give it a go as well, especially if the barrier to entry has been access to the official terrain. 

In other news however, that won't be the last time my Tyranids will feature on the Narrative Wargamer channel. Much as Chris did with his Space Wolves, I am lending Tony my Tyranids for some months, and there is at least one more game in the pipeline featuring them...

Thanks for reading, and stay safe out there.

Monday, 23 January 2023

Tempest of War Battle Report - Tyranids vs Space Wolves

Hello!

First 40k game of the year! With the Grim Dice Crusade League wrapped up, and the new GT mission pack out but not really available anywhere, it was time for good old Tempest of War, a format which is probably cementing itself as my favourite way to play 9th edition. Sadly due to work, Christmas stuff and illness I wasn't able to arrange the last game of the Crusade league (I ended up pretty much dead centre of the pack in the overall rankings) but I was now able to play my scheduled opponent Neilson and his Space Wolves, so we made it happen. Since he was looking forward to a bug hunt, I brought my Tyranids, and we had a nice 1750 point game (because his 2000 point army dropped a lot in the recent points adjustments!).


With the new points costs in play I took the opportunity to run a whole load of stuff I'd not taken much and leave out some of the things that were previously such good value. I ran Behemoth as usual, keeping the adaptive trait and fitting into a battalion. The Swarmlord was, of course, my warlord, and I spent one extra CP on another trait. 

HQ: Swarmlord (Catalyst, Paroxysm, Synaptic Lynchpin), Broodlord (Onslaught, The Dirgeheart of Kharis, Alien Cunning)

Troops: 3x 10 Termagants, 2x 3 Tyranid Warriors (talons, 2 deathspitters, venom cannon)

Elites: 2x 10 Genestealers, Haruspex, 3 Tyrant Guard (talons)

Fast Attack: Mawloc (adrenal glands, biostatic rattle), Trygon (adrenal glands, pincer tail, Dermic Symbiosis)


Neilson's Space Wolves were an essentially all Primaris force, heavy on infantry, and as such he had quite a few units. He spend a few CP at the start to kit out his characters and to place the Eradicators into reserve. He had a Captain (aka Wolf Lady), Librarian (Rune Priest), Lieutenant (Wolf Guard Battle Leader?), two units of Intercessors, Assault Intercessors, two of Infiltrators, two of Reivers, Hellblasters, Las Eliminators, Eradicators, Suppressors, Flamestorm Aggressors, a Redemptor and some doggos. It's a lot of stuff at 1750, but I was looking forward to not having to worry about Armour of Contempt!




Deployment. We were playing Vital Ground, which is increasing points for holding your home objective, any middle objectives and then your opponent's objective. It also scores extra points for killing units, which we didn't forget this time! The twist was that we placed an additional no man's land objective, meaning scoring that middle points bracket should have been fairly easy. Deployment was long edge triangles, but we both had forward deploying units, and we both had some stuff in reserve - the Rievers and Eradicators vs the big snakes.

Space Wolves got the first turn, and immediately moved up to cause some damage. Not a mega shooty army, the long range heavy weapons reached out to damage the Haruspex (who fixed some of it with Rapid Regeneration in my turn) and then the dread went brrrrrt with the Gatling cannon and a load of genestealers went away - though two remained in synapse range to frustrate. In melee a unit of Intercessors charged Genestealers in one of the central ruins, cutting down several but losing three to return attacks. Some secondary points were scored for claiming three objectives, but no units yet killed.




Tyranid turn one saw very little shooting, but a brutal counter punch to claim the middle. The Haruspex gobbled up the remaining Intercessors that had charged the Genestealers, while the Swarmlord and his guard cut down a unit of Infiltrators who had strayed to close to grab an objective - this netted me some points both for the kill and for the secondary card to claim an objective from the opponent. I also had to kill units in melee and kill 30 wounds worth of stuff which were well under way.


Space Wolves once again marched forward, but only one of their reserve units came in, Reivers on the flank looking to shift my two Genestealers hanging on to the objectives. They had secondary points on offer for killing units in the shooting phase, so between the Redemptor, and Aggressors a unit of warriors fell, leaving the Broodlord clear to be blasted off the board as well. Firepower also damaged the Haruspex once again but it remained alive. 


Those Reivers made their charge and displaced the 'stealers, who fought on death out of spite and killed a couple of them in return. Four more wounds for my tally.



Nid turn two, and it was monster time. The Mawloc burst up to cause some mortal wounds right on the Wolf home objective, while the Trygon found a gap right in the corner. The Haruspex regenerated again and went after the Dreadnought, while the Swarmlord and Guard flanked the ruin to get onto their objective - in this turn the Guard were made ObSec by Swarmy.



In the shooting and psychic phases not a lot happened, though importantly the Warriors hit the Suppressors to proc the Shard Lure stratagem and give the Trygon an extra dice to charge in. All the other charges were made, and the killing commenced. The Haruspex dropped the Redemptor to a single wound, though sadly was crushed in response. Swarmlord and the Guard both reduced their respective Intercessor units to just the sergeant. Finally the Trygon did kill the Suppressors to finish off my three melee kills!

Onto Wolves turn three, and the Assault Doctrine. Thanks to my melee butchery, they didn't hold their own objective, so lost some points there, but had an opportunity to gain some back in secondaries, with Assassination - kill the Swarmlord...



The reserves arrived to put pressure on the Termagants on my objective, while the Eradicators marched into their own deployment zone in order to get a nice close shot at the Swarmlord, while the Frost Axe wielding Wolf Lady lined up for the killing blow.

Unbelievably, only one of the six melta shots caused a wound, which was saved by the Swarmlord's psychic shield, leaving the Space Wolf warlord with a lot to do!


Elsewhere, the wounded Redemptor and Aggressors poured fire into the Trygon, then charged in, but in an impressive displace it split attacks to interrupt and kill both the Dread and two Aggressors, then passed a whole load of Dermic Symbiosis invulnerable saves against the power fist attacks.


In the big duel the Wolf Lady failed to do any damage, but passed all but one invulnerable save to survive and stick around.


In Tyranid turn three and beyond the fight for the centre was looking good for the Nids, while the flanks were going the way of the Wolves. The Mawloc kept the Eradicators busy/dead for the rest of the game while the Swarmlord eventually took down the enemy general in the grand duel (Neilson took this photo btw, I just thought it was pretty epic so I borrowed it.) The Trygon killed off the Aggressor but then perished to Eliminators and character support. Crucially the Reivers took out the Termagants on my home objective on the second attempt to net a bunch of points. By the end of the game it was looking very tight.

Tallying up the scores, with ten for painting, it ended in an incredibly narrow Space Wolf victory, 79-77. 

So first game of the year, and first loss. But really, it's nothing to complain about because it was another great, tight Tempest game. My last three have now been a two point loss and two dead draws, so that goes to show the system is well designed to create nail biters. With tenth edition probably on the way in the summer, I'm not sure quite how many games I'll get in before the end of ninth, but I fully intend to make most of them Tempest games if I've got any say in it! Anyway, thanks for reading, I hope you enjoyed it, and stay safe out there.