Water was consumed in the making of this Battle
Report!
Chaos Space
Marines VS Space Wolves
Recently a friend
of mine started getting into Warhammer 40k and in so doing has started
collecting Space Wolves. He has only
purchased a few models so far but in an effort to show him the game and teach
him not only the rules of 40k but the rules of his army we have been getting
together in the evenings to play some games.
The armies are 1000pts and all but his HQ are proxy water bottle
lids. To make the 1000pt mark I also
have a few proxy units. Here are the
armies for the game.
Space Wolves:
HQ:
(1) Canis Wolfborn
Elite:
(2) 3 x Wolfguard
all with Power Swords - all attached to the two Grey Hunter and Blood Claw
packs
Troops:
(3) 10 x Fenresian
Wolves
(3) 10 x Fenresian
Wolves
(4) 7 x Grey
Hunters
(4) 7 x Grey
Hunters
(5) 5 x Blood
Claws – one with a flamer
Fast Attack:
(6) 3 x
Thunderwolf Cavalry – one with a Power Sword
Heavy:
(7) 5 x Long Fangs
with 4 Heavy Bolters
Chaos Space
Marines:
HQ:
(1) Chaos Sorcerer
in Terminator Armour – VotLW, Lvl3, Mark of Tzeench, Force Axe, Sigil of
Corruption, Spell Familiar
Troops:
(2) 20 x Cultists
– 2 x Flamers, Champion with Shotgun
(3) 20 x Cultists –
2 x Heavy Stubbers, 17 x Autoguns
(4) 5 x Chaos
Space Marines – VotLW, Champion with Power Sword, 1 x Plasmagun
(5) 5 x Thousand
Sons – VotLW, Champion with Doombolt
Fast Attack:
(6) 5 x Warp
Talons – VotLW, Champion with Gift of Mutation
Heavy:
(7) 1 x
Obliterator – VotLW, Mark of Nurgle
As you can see we
are working with what we have. After an
evening of watching movies and turning out some oh so awesome terrain we were
ready for some games. Our table of choice
is a Triwall shipping container which is aprox. 48”x40”. Big enough for smaller games. So with our armies built and the bottle caps
ready to go we rolled for mission and set up.
We rolled “Big
Guns Never Tire”. I love this one! For set up we got the standard 12” deployment
and we rolled up 5 x objectives. I only
have 3 here that I painted so the other two are.....you guessed it.....BOTTLE
CAPS! However, with these ones we
coloured the tops black. For Warlord
Traits Mike rolled the Tenacity Trait, I think that’s what it’s called, where
his warlord and retinue get the Feel No Pain rule when within 3” of an
objective. I rolled the “Black Crusader”
Warlord Trait which gives my Warlord and his unit Preferred Enemy Space
Marines. We forgot Night Fight and we
skipped the Mysterious Objectives for this one.
I won the roll off
and decided to set up and go first. Mike
did not steal the initiative.
You can’t really
see the objectives in this picture but you’ll get a better idea of where they
are in later ones. I have one in my
deployment zone that is right behind the Tim Hortons Tower of DOOOOOOMMMM. There is one next to the building on my
right, one in the middle, one in front of Mikes centre building and one on a
building off to my left. I deployed my
Thousand Sons on the left flank to push them into the building. My Sorcerer set up with close combat cultists
to move forward with them. The Chaos
Space Marines were placed behind the tower to hold the objective and the
“Shooty” cultists were deployed on the right so they could push forward towards
the building and hold the objective located there. My Warp Talons and Obliterator were held in
reserve to Deep Strike.
Before I move on
the Mike’s deployment I would like to share another improvisation of ours.
Now on to Mike’s
set up. On his right flank he put a pack
of his Fenrisian Wolves out front to shield his Blood Claws. On his left flank he put his second Fenrisian
Wolf pack out in front of one of his Grey Hunter Packs. In the centre holding the objective he has
his second Grey Hunter pack and his Long Fangs set up in the building. To his right of the building and in behind
the Grey Hunters he has Canis with his wolves and the Thunderwolf Cavalry.
Ready for Turn 1!
Chaos Turn 1
Go forth my
minions! Starting off the turn I cast
Endurance on my autogun cultists then moved them up to the objective trying to stay
at a decent charge range from Mikes wolves.
My close combat cultists moved up to the low wall also trying to stay at
a decent charge range from the wolves and get a cover save when the Long Fangs
start their torrent of fire. I pushed my
Thousand sons up into the building to get ready for the Cavalry and Blood
Claws. My CSM squad stayed on the
objective behind the Tower. To end it
off my autogun Cultists with Relentless granted from the Endurance spell fired
on Mikes Grey Hunters on the middle objective killing two. They passed their leadership check.
Space Wolves Turn
1
Mike kept his
wounded Grey Hunter Pack on the middle objective to hold and shoot. The second Grey Hunter Pack also stayed still
deciding on letting the wolves move up in their stead. Both packs of Fenresian Wolves moved up
intent on getting to grips with the cultists.
The Blood Claw Pack moved up behind the wolves using them and the
building to their front as cover. Canis
and his Thunderwolf Cavalry also moved up behind the smaller wolves. The Grey Hunter packs fired on the autogun
Cultists killing only a few as their Feel No Pain kept them alive. The Long Fangs targeted the close combat
Cultists and were also only able to kill a couple around their cover save. The Fenresian Wolves being within charge
range went for it. The ones coming for
the autogun Cultists needed 10” and were able to roll exactly 10”. On the Overwatch I only had to kill two of
the wolves and they would fail the charge.
Sadly I was only able to kill 1.
Here they come! The second pack
coming in for the close combat cultists only needed 7” and of course that’s
what Mike rolled. I concluded my
Overwatch and killed just enough of the wolves with my flamers that they failed
the charge. Whew! That was close. In the ensuing assault phase
Mikes wolves kill all but 6 of my autogun cultists. I roll their leadership check........SNAKE
EYES! Woo Hoo!
Chaos Turn 2
I start off by
casting Endurance on my close combat Cultists.
After successfully stopping the charge of the second wolves pack my CC
Cultists move off to save the other Cultist squad from certain death and the
Sorcerer Lord moves into the building joining the Thousand Sons to prepare for
the inevitable attack on that flank. For
reserves I was able to bring in my Warp Talons.
I placed them right in behind the two Grey Hunter packs and beside the
Long Fangs. Lucky for me, being so close
to enemy units and the edge of the table, I rolled a hit for their deep
strike. I was within 6” for all 3 squads
so Mike started rolling for the Blind rule.
All said and done both Grey Hunter packs were blind but the Long Fangs
were able to pass their check. The
Thousand Sons, Sorcerer, and Chaos Marines all fired their bolters into the
Fenresian Wolf pack and killed all but one.
My “choppy” Cultists charged into combat with the “shooty” Cultists and
wolves. All of the Fenresian Wolves were
killed but I lost a few cultists from each squad in the combat. Everyone consolidated and got ready for the
Space Wolves turn.
Space Wolves Turn
2
Having both of his
Grey Hunter packs blinded hurt Mike on this turn. He moved one squad up a bit to get within
rapid fire range of my cultists and the second squad moved up to shoot at
either the cultists or the Thousand Sons if need be. The Thousand sons were going to be a problem
if his Thunderwolf Cavalry somehow failed their charge. The Long Fangs stood still and the Blood
Claws moved up around the building to support the Thunderwolf Cav in close
combat. Mikes luck did not pick up
during the turn. His one Grey Hunter
pack double tapped the cc cultists and with Endurance on them he was only able
to kill 3. The Long Fangs fired at the
Thousand Sons and only killed one and the second Grey Hunter pack fired at the
Warp Talons killing one. Not looking to
good! To really bring home the bad luck
the Thunderwolf cav failed their charge and in the ensuing overwatch from the
Sons lost a man. The Blood Claws were
just out of charge range.
Chaos Turn 3
The Sorcerer cast
Endurance once again on the Cultists because they would be going up against the
Grey Hunters. I was able to bring on my
Obliterator this turn which saw him land in the open off to the left of the Grey
Hunter pack on the objective. With the
Thunderwolf Cavalry and Blood Claws stuck out in the open the Thousand Sons and
Sorcerer stayed put and prepared to fire.
The Chaos Marines moved back behind the tower so they would a lot harder
to hit by the Long Fangs and the Warp Talons moved up to assault a Grey Hunter
pack. In the shooting phase the Thousand
Sons with the help of Doombolt and and the Assault 3 AP 2 spell (can’t remember
the name) from the Sorcerer saw the Thunderwolf Cavalry dead and Canis’s wolves
dead. The Obliterator fired at the Grey
Hunters and didn’t cause one wound. The
cc Cultists and Warp Talons assaulted the second Grey Hunters pack and the
combat was bloody. The Warp Talon
champion challenged the Wolf Guard and killed him. One Warp Talon and a handful of Cultists were
dead at the end of the combat along with all but one of the Grey Hunters. So we stuck it out to fight another round.
Space Wolves Turn
3
Mike is now
between a rock and a hard place. His
Blood Claws move up to the building ensuring an easy charge and Canis also
moves up. This time he is going to make
it. The free moving Grey Hunters move up
to the close combat ready to save the remaining member of the other squad. The Long Fangs fire at the obliterator hoping
to drop him before he gets within charge range.
Still no luck. Not one
wound. The Blood Claws fire their
pistols into the Thousand Sons killing one then charge in along with
Canis. The Grey Hunter pack charges into
the Cultists and Warp Talons. The Warp
Talon Champion challenges again and kills the Wolf Guard in the combat. The other two Warp Talons are killed in the
combat along with a couple more cultists.
Thank you endurance! The
remaining member of the other Grey Hunter pack is killed along with a few from
the other squad. Chaos wins the combat
and the Grey Hunters hold. Canis
challenges the Sorcerer but is on his last wound and is killed while the blood
claws kill all but the champion of the Thousand Sons while losing a few of
their own.
Turn 4 sees the
end of the game. The Obliterator makes
the building with the Long Fangs and after shooting at them is able to charge
in and tie them up. The Cultists and
Warp Talon finish off the Grey Hunters.
The Cultists consolidate back onto an objective and the Warp Talon moves
up to the building to charge in and finish off the Long Fangs. The Sorcerer and Thousand Son Champion kill
off the remaining Blood Claws.
Mikes army
building is getting a lot better and he is starting to figure out the strengths
and weaknesses of his army. My army did
much better than I thought it would but I think that has a lot to do with the
bad luck Mike had throughout the game.
That ends the very long BatRep and I hope you all enjoyed the write
up. Stay tuned for more bottle cap throw
downs!