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Tuesday, November 25, 2014

Battle for the Fertiliser Complex

 

Well Tuesday night been and gone and so we try a new scenario out. This time it was Space Wolves(2.4.2) V’s Thousand Sons (5.2). 

Armies

Both sides choose armies to an agreed point’s total. This game is recommended for armies of between 2,000 and 3,000 points, with the Thousand Sons will have 25% more points available to them in all cases than the Space Wolves (so, for example, if the Space Wolves have 2,000 points to spend, then the Thousand Sons would have 2,500 points and so on).

Terrain

  • Table is 6ft x 4ft
  • Terrain follows the standard tournament setup.
  • There will need to be a building complex set up in centre of the table and it should have a size of at least 30cm by 60 cm. Different sized buildings can be placed on it. It blocks LOS but can be shot into or from. It counts as cover.
  • There are two roads, each one of which will exit from the long side of the complex and then exit the long side of the table(as shown in map).

Space Wolves

  • Set up 40% of their force (by points) in the building complex. No aircraft or teleporting for this force is allowed.
  • The remaining 60% will come in from a reserve from turn 2+, rolling one 1d6 for each unit, needing a 4+ to come on. These formations enter on one of the roads. Roll a D6 and check map to see which one. Teleporting units can teleport onto the board anywhere but the complex (They still need to roll 4+ to see if they come on).

Thousand Sons

  • Thousand Sons can deploy their force anywhere on the table, but can’t deploy any force closer than 40cm to the complex.
  • Teleporting is allowed from turn 2.

First Turn

The Space Wolves automatically get the first tum. Then from 2 turn on, roll to see who goes first…

Game Length

Game last 5 turns.

Victory conditions

Space Wolves win if they control the complex. The Thousand Sons win if there are no Space Wolf formations in the complex. Routing or broken units don’t count.

Armies used..

Space Wolves(2.4.2)

60% FORCE

GREAT COMPANY [550]
6 Grey Hunters, Battle Leader, Rhinos, Hunter, Dreadnought, 2 Long Fangs
FENRISIAN WOLVES [200]
6 Fenrisian Wolves, Wolf Priest
MARAUDER SQUADRON [250]
2 Marauders Bombers
BLOOD CLAWS PACK [300]
6 Blood Claws, Wolf Priest, Rhinos, 2 Blood Claws
THUNDERBOLT SQUADRON [175]
2 Thunderbolt Fighter-Bombers
GREAT COMPANY [350]
6 Grey Hunters, Battle Leader, 2 Blood Claws

40% FORCE

GREAT COMPANY [400]
6 Grey Hunters, Battle Leader, 2 Vindicator

LONG FANGS PACK [425]
4 Long Fangs, Rhinos, Hunter, Wolf Priest

SKYCLAWS ASSAULT PACK [350]
6 Sky Claws, 2 Skyclaws, Wolf Priest

Thousand Sons (5.2) 

RUBRIC FELLOWSHIP [300]
Sorcerer Lord, 6 Thousand Sons Marines units., Daemonic Pact
RUBRIC FELLOWSHIP [300]
Sorcerer Lord, 6 Thousand Sons Marines units., Daemonic Pact
THOUSAND SONS ARMOR [250]
2 Predator, 2 Land Raider
THOUSAND SONS ARMOR [250]
2 Predator, 2 Land Raider
THOUSAND SONS ARMOR [250]
2 Predator, 2 Land Raider
THOUSAND SONS ARMOR [250]
2 Predator, 2 Land Raider
SILVER TOWER COMPANY [450]
5 Silver Tower
SEKHMET DISC RIDERS [350]
Sorcerer Lord, 9 Disc Riders, Daemonic Pact
SEKHMET DISC RIDERS [325]
Sorcerer Lord, 9 Disc Riders
SEKHMET DISC RIDERS [325]
Sorcerer Lord, 9 Disc Riders
SEKHMET DISC RIDERS [325]
Sorcerer Lord, 9 Disc Riders
DOOMWING FIGHTERS [150]
3 Doomwing Fighters
THOUSAND SONS DAEMON POOL [300]
15 Lesser Daemons (Horror, Screamer, Flamer and Daemonic Beast units)

Tuesday night 001

Deployment

  • Space wolfs Deployment in complex

Tuesday night 002Tuesday night 003

  • Thousand Sons Deployment(Sorry forgot take pictures)

Tuesday night 004Tuesday night 005Tuesday night 006

Turn 1

  • Space wolfs go first…
  • Space wolfs do sustain fire with LONG FANGS(Photo1) and shoot the SEKHMET DISC RIDERS, giving them a BM(Photo2)

Tuesday night 007Tuesday night 008

  •  Thousand Sons do a engage action with the SEKHMET DISC RIDERS and target the SKYCLAWS(Photo1). The dice are rolled and the SEKHMET DISC RIDERS win combat and the SKYCLAWS are broken(Photo2). The SKYCLAWS retreat into the complex further(Photo3).

Tuesday night 009Tuesday night 010Tuesday night 012

  • Space wolfs place great company on overwatch(Photo1)

Tuesday night 013

  • Thousand Sons double move THOUSAND SONS ARMOR(Photo1)

Tuesday night 014

  • Thousand Sons double move SEKHMET DISC RIDERS(Photo1)

Tuesday night 015

  • Thousand Sons double move SILVER TOWER COMPANY(Photo1)

Tuesday night 016

  • Thousand Sons double move THOUSAND SONS ARMOR(Photo1)

Tuesday night 017

  • Thousand Sons move RUBRIC FELLOWSHIP(Photo1)

Tuesday night 018

  • Thousand Sons double move THOUSAND SONS ARMOR(Photo1) and shoots the LONG FANGS, killing 1 and giving the formation 2 BM’s(Photo2)

Tuesday night 019Tuesday night 020

  • Thousand Sons do a engage action with the SEKHMET DISC RIDERS(also summon daemons) and target the LONG FANGS(Photo1). The dice are rolled and the first round of combat is a tie(Photo2). So to the second round of combat and this ones at tie too(Photo3).The third round of combat sees the SEKHMET DISC RIDERS win and get 2 BM’s, the LONG FANGS are wiped from the board(Photo4)

Tuesday night 021Tuesday night 022Tuesday night 023Tuesday night 024

  • Thousand Sons put THOUSAND SONS ARMOR on overwatch(Photo1)

Tuesday night 026

  • Thousand Sons double move RUBRIC FELLOWSHIP(Photo1)

Tuesday night 027

  • Thousand Sons double move SEKHMET DISC RIDERS into the complex(Photo1)

Tuesday night 028

  • Thousand Sons put DOOMWING FIGHTERS on CAP(Photo1)

Tuesday night 029

  • No aircraft lost in the disengage section…
  • DOOMWING FIGHTERS still on CAP..
  • Both sides remove Blast Markers.

Turn 2

  • Thousand Sons go first
  • Thousand Sons put SILVER TOWER COMPANY on overwatch(Photo1)

Tuesday night 032

  • Space wolfs bring on FENRISIAN WOLVES, who get shoot by THOUSAND SONS ARMOR that's was over watch, breaking the formation due to BM’s, so it flees into the field(Photo1)

Tuesday night 033

  • Thousand Sons put THOUSAND SONS ARMOR on overwatch(Photo1)

Tuesday night 034

  • Space wolfs bring MARAUDER SQUADRON on and is jump by CAP(Photo1), they lose a bomber to the CAP and get 2 BM’s and so target the SILVER TOWER COMPANY(Photo2) and manage to give it a BM(Photo3)

Tuesday night 035Tuesday night 036Tuesday night 037

  • Thousand Sons double move THOUSAND SONS ARMOR(Photo1)

Tuesday night 038

  • Space wolfs do a engage action with SKYCLAWS and target the THOUSAND SONS ARMOR(Photo1). The dice are rolled and the THOUSAND SONS ARMOR wins the combat and the SKYCLAWS are broken(Photo2). The SKYCLAWS flee away from the THOUSAND SONS ARMOR(Photo3)

Tuesday night 039Tuesday night 040Tuesday night 041

  • Thousand Sons do a engage action with the RUBRIC FELLOWSHIP(also summon daemons) and target the Great company(Photo1). The dice are rolled and Great company wins combat and the RUBRIC FELLOWSHIP is broken and falls back 10cm and the Great company gets a BM(Photo2).

Tuesday night 042Tuesday night 043

  • Thousand Sons put SEKHMET DISC RIDERS on overwatch(Photo1)

Tuesday night 045

  • Space wolfs fail to bring on Great Company
  • Thousand Sons put THOUSAND SONS ARMOR on overwatch(Photo1)

Tuesday night 046

  • Space wolfs bring on BLOOD CLAWS PACK and so do engage action against THOUSAND SONS ARMOR. They get hit by overwatch fire. losing 2 and getting 3 BM’s(Photo1). The dice are rolled and the BLOOD CLAWS PACK wins the combat, and the THOUSAND SONS ARMOR wiped from the board(Photo2). The BLOOD CLAWS PACK consolidate and get a BM(Photo3)

Tuesday night 047Tuesday night 048Tuesday night 049

  • Thousand Sons do a engage action with the RUBRIC FELLOWSHIP(also summon daemons) and target the Great company(Photo1). The dice are rolled and RUBRIC FELLOWSHIP wins combat and the Great company is broken and falls back 15cm(Photo2).

Tuesday night 050Tuesday night 052

  • Space wolfs fail to bring on Thunderbolt squadron.
  • Thousand Sons double move SEKHMET DISC RIDERS into the complex(Photo1)

Tuesday night 053

  • Thousand Sons do a engage action with the SEKHMET DISC RIDERS and target the BLOOD CLAWS PACK (Photo1). The dice are rolled and the SEKHMET DISC RIDERS win combat and the BLOOD CLAWS PACK are broken(Photo2). The BLOOD CLAWS PACK flees behind woods(Photo3).

Tuesday night 054Tuesday night 056Tuesday night 057

  • Space wolfs fail to bring on Great Company
  • Thousand Sons do a engage action with the SEKHMET DISC RIDERS and target the Broken Great Company(Photo1). The dice are rolled and the SEKHMET DISC RIDERS win combat and the Broken Great Company is wiped from the board(Photo2).

Tuesday night 059Tuesday night 060

  • No aircraft lost in the disengage section…
  • Space wolfs don’t rally Blood claws, Sky claws and FENRISIAN WOLVES. Both sides remove Blast Markers.
  • Thousand son win, Space wolfs conceded.

Summary

Well after the game, which still took 2.5 hours, a discussion on want need to be tweaked happen. So the next test will see the following changes

  • The space wolfs reserve will now put into two groups and still roll to come on.
  • Change the deployment for the space wolfs reserve, in that can appear anywhere with in 20cms on either side of the road.
  • Move the complex down the board and add a third road that the space wolfs reserve to come on.
  • Make both forces equal points(May not happen)

Although it look like it was one side. The game prove interesting and if the space wolfs had won more engagements, then it may have been a different story, it was going to be a uphill battle, but hey that how great stories are made.

May the dice roll high….

Regards

Greg

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