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 Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up!

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dangerous beans
Kabalite Warrior
dangerous beans


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PostSubject: Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up!   Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up! I_icon_minitimeWed Jan 25 2012, 12:36

Hi there, I've been floating around the forum for a while and have collected DE for a year now but only managed to snatch the odd game from them during my scant free time. However I decided to attend a tournament in a couple of months but wanted some comments and criticism/general feedback about the list I was intending to take. I heard somewhere that a win/draw is required against IG, SW and GKs if you are do reasonably well at a tournament so hence the title.

I prefer the concept of a webway portal list over the raider/venom spam mostly due to not having enough models in my collection to do so but also I feel it allows for more diverse and interesting tactics.

I got a game in against my mates Space Wolves on sunday at a Dawn of War multiple objective game and though close up until turn 3 ended my opponent then managed to really lay on the fire and wasted my entire army off the board! I have since changed my list a little to include an extra troop slot and got rid of the old archon (huskblade/super expensive combo) and his 6 harlie bodyguard (fully kitted out too) changing the archon setup to something cheaper, though I might simply run with the old Agoniser/Shadowfield combo to try and save some more points.

The list 1750pts.

# Archon: 120
Djinn Blade, Combat Drugs, Shadowfield

# Haemonculus: 100
Webway Portal, Venom Blade, Liquifier

5 Incubi: 110 (WWP)

4 Trueborn: 108 (R?)
4 Blasters
Venom: 65
dual Splinter Cannons

# Raider:70
Flickerfield

# 8 Wyches: 136
Haywire Grenades + Shardnet & Impaler
Hekatrix with Agoniser

7 Wyches: 124 (WWP)
Haywire Grenades + Shardnet & Impaler
Hekatrix with Agoniser

7 Wyches: 124 (WWP)
Haywire Grenades + Shardnet & Impaler
Hekatrix with Agoniser

5 Wracks: 90
Liquifier
Acothyst with Agoniser

Venom: 55
No upgrades

6 Reavers: 216 (WWP?)
2 Cluster Caltrops & 2 Heat Lances
Arena Champion with Power Weapon

5 Scourges: 134 (DS)
2 Heat Lances

Talos: 120 (WWP)
Chainflails, Twin linked Heat Lances

Razorwing: 175 (R)
Dual Disintegrators, Splinter Cannon, 4 Monoscythe Missiles
Flickerfield, Nightshields

R = reserve
WWP = place in web way portal
DS = deep strike/web way portal

The plan would be to send forward the archon/haemi/wyches first turn to place the WWP in the best location (near the enemy tends to do well ^^.) they all jump out and the haemie seperates from the group and places the WWP. The Wyches then try to run and assault on the turn they are dropped off - hoping that there is an enemy unit within 12" + 2" + D6" + 6" of when they were first deployed in the raider (raider move/disembark/run/assault).

Meanwhile the Wracks in Venom head to another objective or merely move up 12" to support and later drop the wracks off. I am considering dropping the agoniser: 2 (3 on assault) with the agoniser does not really seem worth it, but I wanted the Acothyst as I find the LD increase to be worth his points (LD 9 saved me a LOT in the game vs the wolves).

Later the Web Way Portal will spew out the other 2 wych squads (multi role), Incubi (elite hunting), the talos (tank hunting mostly), reavers (multi role) and likley the scourges too (tank hunters). The Razorwing is on infantry targetting priority.

I feel however that I am lacking Darklight weaponry however and also that I may have crammed too many units into the WWP... What do you think?


Last edited by dangerous beans on Wed Feb 01 2012, 02:07; edited 1 time in total
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Kesharq
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PostSubject: Re: Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up!   Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up! I_icon_minitimeWed Jan 25 2012, 15:13

Just some musings from my side:

1. You need a second WWP
-> to get a second Haem w/ wwp, drop RJB-champion + clustercaltrops, drop 2 Shardnet+Impaler, drop Venomblade on the existing Haem.

2. put the second Haem w/ WWP on the Blasterborne-venom

3. spread your 6 RJB into 2 units (the more reserve-rolls you have the better). 6 RJB are as easily shot down as 3 - but your enemy need two units to kill both RJB-units...

4. You do not need that many Darklight-weapons with 3 Wyches-Squads + Haywire-grenades. Besides, nearly every unit of your army is able to kill armour (Blasterborne, Wyches, Talos, RJB, Raider, Scourges)

5. Drop the Agonizer on the Wracks, get the Venom dual splinter cannons

6. why not give the Scourges Haywire-Blasters? better range, good at stunning. autostun armour till your Wyches crack the tank with their haywire-grenades

7. drop the heat lance on the talos and give him a haywireblaster. The heatlance is usefull 9 inch and below. but then you can charge the tank, get more attacks AND hit with more S (S7 compared to S6 from the heatlance)

8. How do you intend to use the RJB? I use mine as harassment-units, zipping over the battle field, killing people on the fly, shooting tanks and question objectives on the last turn

it's a nice army and I do not think that you have too many units crammed into the wwp. With a second WWP, you will force your opponent to separate his army and gives you a tactical advantage to kill his troops unit by unit.
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Grumpy Kwi
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PostSubject: Re: Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up!   Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up! I_icon_minitimeWed Jan 25 2012, 23:01

Just thought I would chime in with some ideas.

dangerous beans wrote:
I prefer the concept of a webway portal list over the raider/venom spam mostly due to not having enough models in my collection to do so but also I feel it allows for more diverse and interesting tactics.

As much as I am a fanboy of the WWP it isn’t for everyone and I think it gets harder to use below 1850 so at 1750 I think it will be tight. My experience is mostly at the 2000 point level so take my advice accordingly.

Quote :
I have since changed my list a little to include an extra troop slot and got rid of the old archon (huskblade/super expensive combo) and his 6 harlie bodyguard (fully kitted out too)

Would like to hear more about this, was the Archon dropping the portal?

Quote :
Djinn Blade, Combat Drugs, Shadowfield

I like the Archon to be a little more equipped but that is my preference and I tend to kit mine out like a Swiss Army Knife. If you really want to save points I would say take a Succubus especially if you were not going to put the Archon in with the Incubi. If you are going to put the Archon with the Incubi I really would like to see the PGL – personally, I do not get to charge many things without getting into cover or charging out of it. I tend to place my portals near cover so if I cannot charge straight into assault then I will move them into cover.

Quote :
# Haemonculus: 100
Webway Portal, Venom Blade, Liquifier

This is standard however playing with 1 wwp is more like a hybrid wwp list and would consider cutting back the number of portal units because of only 1 portal.

Quote :
5 Incubi: 110 (WWP)

This is interesting as I have not seen many people put incubi in the portal. Archon with PGL is needed but small unit size of a portal unit is a concern to me (as well as competing for the same targets as the wyches).

Quote :
4 Trueborn: 108 (R?)
4 Blasters
Venom: 65
dual Splinter Cannons

A part of me wants you to give the venom to the incubi and let these guys use the portal. Shouldn’t be a problem getting into range from the portal (6” + 18” = 24” from the portal with a decent placement). If you do give the incubi a venom (you would have to drop the incubi down to 4 to let the Archon in) and just place the venom in reserve. They would still enter the game at the same time as the portal units and with going “flat out” you would be at the same spot (and with a 4+ cover save).

Quote :
# Raider:70
Flickerfield

# 8 Wyches: 136
Haywire Grenades + Shardnet & Impaler
Hekatrix with Agoniser

My favorite build for a mech unit. Again, put them in reserve and flat-out them when they are ready is what I would do. They really do not need an IC or do anything other than finding something to charge. Even stopping to drop the haemy off is going to cost them their ride or the unit entirely. Personally, I think trying for a 1st turn charge is a huge mistake and it is amplified when you are using a reserve type strategy (because there may not be support if they fail the charge or get in over their heads).

My suggestion is just leave them solo and have them hunt form reserves.

Quote :
7 Wyches: 124 (WWP)
Haywire Grenades + Shardnet & Impaler
Hekatrix with Agoniser

I am not crazy about putting wyches in the portal at this size but it just may be my opinion. I look at the other wych squad and Incubi and think that they will all be charging the same target and they will either obliterate the target and leave them stranded or some will not make the charge at all and be left stranded without a token (which all 3 will be trying for).

I do like the number of wych squads though, I think 2 is perfect – just haven’t used 2 squads on foot in the portal yet.

Quote :
5 Wracks: 90
Liquifier
Acothyst with Agoniser
Venom: 55
No upgrades

This is where I would want the Haemy. Drop them to 4 and put the Haemy in. I would of course like to see a larger squad but 4 wracks is better than the wych escorts you were using. I no longer use the agonizer on the acothyst, I just run him naked for his leadership. I know the liquefier would be nice to have but putting the Haemy here gives you the same thing and these guys are nails when placed in cover with their FnP and their toughness.

Quote :
6 Reavers: 216 (WWP?)
2 Cluster Caltrops & 2 Heat Lances
Arena Champion with Power Weapon

Yes to the wwp. I run the same thing minus the champ. With those upgrades I will always look for something to caltrop first, heatlance second. I would avoid CC altogether unless you are charged but to take the champ for a “just in case” reason is weak to me. If you want to keep the champ then drop one of the other upgrades completely as giving them 3 upgrades that do different things is too much.

Quote :
5 Scourges: 134 (DS)
2 Heat Lances

I love this squad, DS them with the option to use the portal is what I use them for.

Quote :
Talos: 120 (WWP)
Chainflails, Twin linked Heat Lances

I used to use chainflails but now use the twin-linked liquefier as I have found the liquefier killed more in the game than the chainflails did for me in the assault phase. Minor difference though, your preference.

Quote :
Razorwing: 175 (R)
Dual Disintegrators, Splinter Cannon, 4 Monoscythe Missiles
Flickerfield, Nightshields

Used to run dual disintegrators but have gone back to the lances. I like the flexibility the lances do and since you got 4 units that deal with infantry already you might as well drop back to 2 lances here.

Quote :
The plan would be to send forward the archon/haemi/wyches first turn to place the WWP in the best location (near the enemy tends to do well ^^.) they all jump out and the haemie seperates from the group and places the WWP. The Wyches then try to run and assault on the turn they are dropped off - hoping that there is an enemy unit within 12" + 2" + D6" + 6" of when they were first deployed in the raider (raider move/disembark/run/assault).

I think this plan is too ambitious and depends too much on “hoping” there is something to charge 1st turn. The Archon, wyches and the raider are vulnerable just sitting there with broken symmetry. The Archon goes with Incubi in a venom in reserves, wyches on raider go in reserve and put the wracks and haemy on the board. Once the portal is down the wracks can immediately head for an objective that should be nearby while the haemy joins a unit that is emerging from the portal (preferably one that got into cover because there was nothing to charge). I do not think that the venom has a chance to stay afloat but if anything is will take fire off of the wrack and haemy.

Quote :
I feel however that I am lacking Darklight weaponry however and also that I may have crammed too many units into the WWP... What do you think?

I do look at not having the 3rd Heavy Support slot filled and wonder if it should be filled but the only units that shouldn’t be dealing with armor is the incubi and wracks – everything else have good duality and thus I do not like to count dark light weapons in this instance. WWP’s are unique and although I see many use MSU spam units in WWP lists sometimes you have to because of the point level of the game – if this was 2k points then I would make almost all the units full size.

Just my opinion, mileage may vary – let experience be the main teacher.
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dangerous beans
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PostSubject: Re: Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up!   Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up! I_icon_minitimeThu Jan 26 2012, 14:01

These are both excellent replies - thank you very much gentlemen! I did indeed attempt to run duality through most of my list (with a couple of exceptions where dedicated roles seemed to be more efficient for their points value - such as the razorwing). I think you both make some very crucial points which I'll attempt to go through now:

@Kesharq: The 2nd webway portal was an interesting point of contention I had with myself - I have only used dual portals in larger multiplayer games and often found that the portals ended up being placed near to one another (near to the most concentrated enemy forces lay), and so thought that having a 2nd one would be a little worth (and meant the cost of nearly 3 witches was saved + the points for the 2nd haemie). However that is not to say that a 2nd WWP wouldn't work: I could imagine for example that having a 'forward' one for close combat units / short ranged firepower like heat lances and the other nearer my deployment zone for longer ranged support such as the trueborn.

I quite like the haemie + trueborn idea - hadn't thought of that previously and would mean the WWP gets placed and the unit can shoot without worrying whether my archon+wych squad (original carriers) might or might not reach combat: everything has a role to play in your unit on turn 1, however Kwi (I might just call you Kiwi again so sorry about that haha Wink) makes a solid argument for the Wracks too which I will discuss later because both options could be viable depending on opponents forces if I tool up the units correctly: I think you are correct though to drop the agoniser and upgrade the venom (target saturation for opponents).

The RJBs have sometimes been my unit of the game: their versatility is exceptional but of course you do indeed pay through the nose for them. I never used to both with Cluster Caltrops or the Arena Champ + Power Weapon, but I ended up upgrading this bad boy when I realised I could not easily deal with well armoured enemy heavy weapon squads such as long fangs or broadside battlesuits (that 2+ save is a nightmare!) which I sometimes use reavers to deal with due to their long range boost (2D6 on the target unit), round of shooting (rifles + heat lances kill a couple more) and then polish off in combat. However I do realise that their upgrades are indeed quite a lot and that perhaps by splitting the unit I would gain more: even though they 'feel' weaker (no idea why I think that!), the dual target possibility is a good one Smile

The heat lance vs blaster vs haywire launcher is an interesting that I tried to consider before gluing my models, which to cut a long story short I felt heat lances were the best: I do not want to be stunning enemy vehicles, I want them dead - my wyches really only attack enemy vehicles as a last resort. Blasters, though nice (with the extra range) tend to be an 'all round' weapon for me - dealing with enemy elites such as terminators as much as armour. The Heat Lance though is a dedicated anti armour unit and cheaper than blasters to boot! The issue is to get into range for its 9" melta effect (average rolls should see a Pen roll against almost every enemy unit! and AP1 is a rarity in our army). How best do this? Put them onto units that have the speed or means to get to this point: which is where the WWP can shine: reavers are awesome for this - turbo blast if needed to get to the enemy rear armour. Similarly scourges can deep strike (if desperate) to land close to enemy vehicles and try to pop them, or more realistically, their 12" move should see them land near to an unsuspecting enemy vehicle as soon as they arrive from reserve. Haywire blasters are nice, but really popping enemy armour is what its all about because more often that not we're after the gooey things its transporting inside Wink

--------------------------------------------------

@ both chaps: the Talos is a funny one for me, he either does brilliantly or nothing at all: often my opponents will turn every lascannon and lance to take him down but that means less flak on my transports/more expensive razorwing. Plus it will take 3 hits minimum to take him down.

I chose not to put either liquifiers or haywire blaster onto him just because I wanted something to deal very specific damage: the haywire blasters, though nice, are not AP1 and as I mention above, I want to be destroying vehicles so I can reach the troops etc with a nearby wych squad, but the AP1 is also useful for when my talos wades into enemy power weapon armed heavy infantry like terminators: popping 1 off before I reach combat is a nice thing to take the heat off him. However twin liquifiers I found were TOO good: my opponent would (upon losing models) take off those models nearest to the talos and thus deny it being able to assault that unit: the lances I find are a good all round solution: pop off 1 enemy trooper or stand a good chance of seriously hurting the tank.

---------------------------------------------------

@ Grumpy Kwi: thank you very much for your very in depth response - its given me a lot of food for thought! I'll try to run through the main points:

- WWP army point size: I certainly see the WWP getting more mileage out of larger point games (and multiplayer! Laughing) however I considered that including 1 in my army would save a lot of points and give an indestructible solution on reaching the enemy's lines with my close combat troops. I do think that 1750 should be ok with 1 WWP but 2 might be a little too much. The issue really is not about how many points your saving but rather the unknowing as to what is about to come through it next (for you and your opponent!), but you DO know that whatever arrives HAS to be used optimally in the given situation: hence the duality for most units so that they ALWAYS have something to be doing when they arrive. I think the WWP hybrid list could be a fairly good one: I ideally would like 2 raiders and 2 venoms: nothing too heavy/spammed but enough to allow some fun tactics (picking squads up and dropping them down) later on if my vehicles survive! However I only had points for 3

- The Harlquin/Archon combo was something that I used on Sunday and sadly suffered from my poor memory (forgot to assault a unit with some gooey marines inside next turn) + I forgot to drop the WWP from my Archon (fail) as well as then suffering rubber harlie kiss syndrome in finishing off the squad a turn later. The Archon was Huskblade, Combat Drugs, Shadowfield and WWP, the 6 harlies had upgrades for troupe master + PW, Shadowseer and 2 fusion pistols + all had kisses (not a cheap unit!)

I was fighting SWs at Dawn of War objective game but sadly couldnt deploy them so they arrived on turn 2. Obviously sprinted towards the near Rhino + 10 SW Troops (I had 1 WWP out by now in the centre from the Haemie+Wracks, this rhino was near the edge of my deployment zone on the right) and had the blasterborn move up in their venom with 4 blasters to take out the Rhino: they failed and it survived. My opponent then did not dissembark his troops: deliberately (they had armour to survive the transport explosions) I forgot in the following turn to deploy the 2nd WWP, or to shoot my 2 fusion pistols or to assault and try to rend the vehicle, when the unit DID charge into combat I killed almost all of the SWs, he tried to flee and I caught him but being marines we merely fought more combat. I had just the troupe master, seer and archon by now, fluffed all my attacks and failed to kill the remaining wolf claw armed squad leader who in return killed a harlie. I failed Ld test, and rolled a poor flee, was caught and killed. VERY underwhelming and in hindsight was a serious point sink: though if they'd have passed they were in an EXCELLENT position to either have given me the win or a draw.

- The Archon was made to cut through troops: 8 PW attacks on the charge aint to be sniffed at and 7 per turn after that. The issue of course is 'to wound' rolls: hence the drugs and joining the hamie to nab 1 token straight off: shouldn't be hard to get tocken 2 and then he REALLY rocks! However I do wonder if actually an agoniser would be better all round and requires less 'babysitting' to ensure he is effective. I do indeed normally give him the PGL and stick with the Incubi but lately I've been finding my incubi can hold their own when coming out of the portal (even with only 4 members!) and aren't much of a waste if they do die because they usually kill more than theyre worth! In the SW game they single handedly took down 4 terminators - with just 4 of them! I love the fact they have fleet these days: made them worth their points a lot more! However just because they've done well in 2 games does not mean they always will and they draw a lot of fire once they gain their first pain token - which I don't mind if I have other units out as theyre being ignored then!

If people are not putting incubi in the portal I don't really understand why not? I suppose because theyre dedicated close combat only you want to ensure they reach the enemy and not sit in the open: which is more about where you place your WWP than anything else right?

- the thing with the trueborn vs incubi portal debate is effectiveness throughout the game: I find my blasterborn are great right from turn 1 whilst the incubi either need some other units of the board for target saturation or they arrive from the portal safe and unscathed. I think I will take Kesharq's advice for the moment here and try putting the haemie with the Trueborn so that way they can be more effective (survivable) and prove to be useful WWP carriers too. The trouble I find (theoryhammer wise anyway) with putting the haemie with the wracks is that it feels like I'm wasting a Pain Token: the wracks are quite a small unit and really only need 1 token to be effective (survive and draw fire!) as 2 tokens would work better on a large wrack unit. However the trueborn remain a threat throughout the game thanks to their longer range and weapons that are effective against vehicles, thus having the Feel No Pain on them would probably prove to be a better investiture of the token. What do you reckon?

- Wyches: you've convinced me to not try the first turn charge thing (even though it is awesome when it pulls off!) and I am going to try to find the points for a 2nd Raider for a 2nd unit of Wyches (and try to bump the 2 smaller units up to 8 man squads as well) and as you mention 24" zoom them on, then following turn drop them off and watch them rock! I think this tactic would complement the WWP which has a limited 'field of effect' for assault squads - for infantry its 12" (move, assault) + D6" (run), which my opponent can realise and step back from the portal, by charging raiders up my opponent might take his eye off the ball and be concerned by the wych squad now trying to munch up his flanks Laughing However my experience of wyches coming out of WWP's is usually a good one: often its later in the game and the girls pick off weakened enemy squads from turns of shooting and quickly pick up that all important 2nd token. I have been varying my tactics however (sometimes they've arrived by raider) and as such my opponent never really grasp what he has coming at him in later turn (even though I try to clarify!)

- I think you're right about the RJB champ, I'll drop him for the moment and leave them with the caltrop + heat lances. I am at odds about whether to split the unit in 2: more kill points but more versatility...

- The Dissies on the Fighter were there to deal with dual terminator armies, however with the prevalence of mech and also my lack of lance weaponry, I think perhaps swapping to the lances might be a good idea: though I am quite fond of the dissies (I don't really understand why they're generally regarded so poorly!)

So I shall return to the drawing board and try to scratch up the list with these new thoughts in mind! Sorry for the essay reply but there are lots of things to talk about Very Happy Hope I haven't sent you to sleep haha Wink
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dangerous beans
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PostSubject: Re: Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up!   Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up! I_icon_minitimeWed Feb 01 2012, 02:03

OK fellas, had another game today:

- Dark Eldar and Necrons (with Imotekh Stormlord) VS Space Wolves (with Ragnar Blackmane) and Vanilla Marines (with Cato Sicarius and a 2 forge world models: a MK2 dreadnought with invulnerable saves and fleet + the Assault Ram)

Quite an all-star showing with only the lowly dark eldar not bringing a celebrity to the party!

Loosely the enemy had:

Wolves
Wolf Priest (jaws of world wolf and living lightning) + 9 Tac Marines (flamer, meltagun, powerfist sarge + Mark of Wolfen model) in Rhino
10 Tac Marines (as above) in Rhino (x2)
5 Wolf Termies with wolf claws & Ragnar Blackmane in a Land Raider Reedeemer (2 inferno sponsons, twin assault cannon and storm bolter)
land speeders with multi melta and heavy flamer each (x2)
predator with 3 lascannons
2 razorbacks with 5 longfangs in each: 4 rocket launcers and powerfist sarge

Vanilla
Cato and 10 Tact Marines (forgot their weapons - think melta gun)
5 devastators (1 of each weapon)
predator with 3 lascannons
10 assault marines and sarge with power sword
10 tact marines (bolters and melta gun)
5 Termies with s.shields and hammers + Librarian with quickening and something else lame and imperial like

Our lists:
I modified my list to make it 2k thanks to the input from Kwi and Kesharq (though I pay more attention on the revamp of this list after my mini batrep)

to become:

Archon - Djin blade, Dugs, Shadowfield, H.Grens
1 Haem - WWP and Venom blade
5 Incubi (x2) from the WWP
4 Trueborn (blasters) in Venom (dual Cannons)
7 Wracks, Acoth, Liqui
8 Wyches (x2) - shardnet, h.grens, hek + agon in a Raider (flicker, torment launchers)
7 Wyches (as above) in Raider (no launchers)
6 RJBs (x2) - 1 Caltrops, 2 Heat Lances
5 Scourges - 2 Heat Lances
Talos - Flails, Heat Lances
Chronos - S.Vortex

my ally the necrons took (he had lots of smaller gadgets but I forgot which to be honest)

Imotekh
Necron Lord with War Scythe and Res Orbs (x2)
7 Lychguard (x2)
Tomb Spyder - gloom prism
10 Immortals (x2)
2 Destoyers
2 Heavy Destroyers
3 Wraiths - whip coils
1 Annihilation Barge

Game: seize ground, deployment: Dawn of War

We allowed opponents first deployment: they put nothing on the board. In a moment of sheer idiocy my ally convinced me that we should do likewise (so that way we don't suffer a round of shooting - however my moment of utter brain decay forgot to register that it would mean that the Necrons would have to walk the whole way across the board before they got to do anything).

Frankly we lost due to lack of firepower and over zealous attack on my part: my ally deployed poorly too even after we got to see how almost the entire enemy army were deploying (the ram did not turn up til next turn).

Sorry for the poor images (and lack of painted/assembled models and/or proxies -we're all testing before buying you see: ie. we're poor!)
Left flank: Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up! IMG_0207
Right flank: Problems with Space Wolves! 1750 Tournament army - 2k mini Bat Rep up! IMG_0208

The objectives are 1 in our closest and furthest right building, 1 on the imperial eagle terrain, 1 in their furthest right building and 1 in their furthest left building (in their deployment zone that is from our angle).

And yet we put the lychguard in the 'centre' but about 24" either side of the central line in our deployment zone. I zoomed the 3 Raiders + Wyches and both RBJs up the left flank: the RBJs positioned awfully and were flamed to death (I thought that cluster caltrops affected vehicles and so tried running over a landspeeder Sleep). Needless to say all my raiders died in enemy shooting turn 2, 8 RBJs (all of the squad that tried to ride over the landspeeder) out of 12 died, my wyches suffered heavy casualties when the lords raider blew up (5 girls died) and then fled back towards our board 12"... My WWP was poorly deployed on the edge of the building with our home objectives (nearby cover was furthest I could get on turn 1 in the venom with trueborn).
The Incubi hacked up the assault marines then died to inferno cannons (despite a crew shaken raider) and ragner blackmanes terminators with furious charge. The Talos and Chronos excellent themselves - trying to keep the incubi alive by giving them both pain tokens and the talos going through the nasty enemy dreadnought, killing ragnar blackmane and his termies along with a full sqaud of marines before dying on the final turn of the game to the libarian and his his terminators.

To be fair we stood if the game had ended on turn 5 we would have won - we pushed hard to contest all the enemy's objectives, our home objective was contested by the Assault Ram and we held the imperial eagle one with 2 wracks and 3 wyches (who promptly died in turn 6!). The lychguard did not do much but survived a hell of a punishing amount of firepower before the right sqaud died to Cato and the left squad to a jaws of the world wolf followed by a failed morale check meaning they could no regroup taking Imotekh with them.

EURGH, I was not proud of myself today to say the least. Mental note: non-pain tokened wyches HATE flamers of all kinds. Nuff said!

So I went and changed my list again and made some notes on what I would do in future dawn of war games (when I'm playing solo):

-------------------------------------------------
*deploys with Wych squad #1 in Dawn of War deployment.
Note: the list as written below is as it would normally deploy in anything other than Dawn of War include reserve remarks etc.
-------------------------------------------------
Haemonculus: 90*
Webway Portal, Venom Blade

4 Trueborn Warriors: 108
Blasters x4

Venom: 65
Splinter Cannon x2
-------------------------------------------------
Haemonculus: 90
Webway Portal, Venom Blade

4 Trueborn Warriors: 108
Blasters x4

Venom: 65
Splinter Cannon x2
-------------------------------------------------
In the Web Way Portal:

Archon: 135
Agoniser, Shadowfield, Phantasm Grenade Launcher

5 Incubi: 110
-------------------------------------------------
Held in Reserve:

8 Wyches: 136
Haywire Grenades
1 Shardnet & Impaler
Hekatrix with Agoniser

Raider: 70
Flickerfield
-------------------------------------------------
Held in Reserve:

8 Wyches: 136
Haywire Grenades
1 Shardnet & Impaler
Hekatrix with Agoniser

Raider: 70
Flickerfield
-------------------------------------------------
5 Wracks: 70
Liquifier Gun
Acothyst
5 Wracks: 70
Liquifier Gun
Acothyst
-------------------------------------------------
In the Web Way Portal:

6 Reaver Jetbikes: 166
2 Heat Lances
Arena Champion with Power Weapon
-------------------------------------------------
Ravager: 125
Dark Lances x3
Flickerfield, Nightshields
-------------------------------------------------
In the Web Way Portal:

Talos: 120
Chain Flails, Twin Linked Heat Lances
-------------------------------------------------
TOTAL = 1750pts.
-------------------------------------------------

In Dawn of War deployment:

1 Haemonculus is Deployed on the field in 1 Wych Raider as well as 1 unit of Wracks will sit on the table.

The 2nd Wracks are held in the WWP along with Incubi+Archon, Talos and the Reaver Jet Bikes ready to claim objectives later in the game.

TURN 1:
Wych squad #2 with the 2nd Haemonculus is brought in on turn 1, boosting if needed (likely).
The Ravager turns up and ensures it is in 36” range of the tank that Wych squad #2 will aim for (a transport) – preferably one near to cover. Venom + Trueborn #1 aim for the same target: 7 Dark Light weapons SHOULD destroy it.
The wracks take a home objective in cover.
The 1st Haemonculus separates from the Wyches and pops the WWP after 12” move and disembark.
Ravager opens up at enemy transport where Wych squad #1 is aiming.
Venom + Trueborn #1 follow up if transport is not destroyed.
Wych squad #1 takes the pain token and runs towards the enemy if it looks possible to assault, otherwise runs for cover.

What are the thoughts on the new changes? And my terrible terrible game play!
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