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40K VWMkIII - Battle #16, Round #2 - Lost and the Damend versus Space Wolves

622 Views 7 Replies 8 Participants Last post by  Addoran
Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

Mission Type - Secure and Control


LOST AND THE DAMNED


Headquarters – 203 points
Arch Heretic (Carthas the Skull-taker)
Kai Gun; Power sword

Aspiring Champion Ratbad the Coward (Attached to Mutant Squad)
Powerfist, bolt pistol, daemonic mutation, daemonic visage

Aspiring Champion Sargus the Sly (Attached to Mutant Squad)
Powerfist, bolt pistol, daemonic mutation, daemonic visage

Elites - 482pts
Daemonettes pack – Nine (9) daemons

Flamers of Tzeentch pack – Nine (9) daemons

Obliterator Cult – Two (2) men

Troops – 620 points
Mutants squad – Twenty eight (28) men
Entire squad armed with Frag Grenades.
Twenty three (23) armed with CCW
Two (2) armed with CCW and Icons
Two (2) armed with Flamer
Boss Ganthrash the Fast: Powerfist and CCW

Mutants squad – Twenty eight (28) men
Entire squad armed with Frag Grenades.
Twenty three (23) armed with CCW
Two (2) armed with CCW and Icons
Two (2) armed with Flamer
Boss Rothgar the Strong: Powerfist and CCW

Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher

Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher

Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher

Fast Attack – 265 points
Furies pack – Ten (10) daemons

Hellhound Tank:
Inferno Cannon, Hull mounted Heavy Bolter

Heavy Support – 280 points
Leman Russ Tank:
Battlecannon, Hull Mounted Heavy Bolters; Sponson Heavy Bolters

Basilisk Tank:
Earthshaker Cannon; Indirect Fire; Hull mounted Heavy Bolter

Tactics
Traitors deploy in cover, preferably 18-24 in from oponent and generaly make a nusance of themselves their first priority is slowing down transports after that thinning down opponents troops as best they can.
Mutants move up the board to claim objective/ or engage with enemy troops, moving as a large mass. Mutants are kinda like inexpensive orcs without choppas if you're not familiar with them. . .
The Arch heretic & flamers shoot to thin out enemy numbers.
tanks job is also to thin out enemy numbers, but can assist with tank hunting in a pinch.
The obliterators are used as tank hunters, and will depending on the opponent deep strike in and go for a melta kill, or start on the bord and attack with lascannons.
Daemonettes attack the opponents expensive units, like HQ's, terminators, slow tanks ect.
Furies exist to tie up enemy lines, to keep units out of critical hth's or just block firing lines so that the rest of the army can safely make it to assault.
The key principal is many threats of various types. A close combat army is forced to come to my list and will have to play my game.
A balanced or shooty list will have difficult target priorites to make. Take out CC or shooting. Shooting is a problem now, CC is a big problem if not adressed in the earlier turns.
I consider this to be a balanced list, formidable in close combat, capable in shooting. It is a little slow, but it is not static. It can respond to changes in battlefield situations.


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Space Wolves

Headquarters - 392 points
Rune Priest:
Frost Blade; Bolt pistol; Wolf Pelt; Wolf Tail Talisman

Wolf Guard Battle Leader
Frost Blade; Bolt Pistol; Wolf pelt; Wolf tail talisman

Venerable Dreadnought
Assault cannon; Heavy flamer; Extra Armour; Smoke Launchers; Drop Pod

Elite - 171 points
Wolf Scouts squad – Seven (7) men
Entire unit has Frag Grenades
Five (5) armed with Bolt Pistol and CCW
One (1) armed with Bolt Pistol and Power Weapon
One (1) armed with Meltagun
Wolf Guard: Thunder Hammer, Bolt Pistol; Wolf Tooth Necklace

Troops - 736 points
Grey Hunters Pack – Six (6) men
Four (4) armed with Bolters and CCW
One (1) armed with Plasma Gun
One (1) armed with Bolter and Power Fist
Razorback:
Twin linked Lascannon, Extra Armour; Smoke Launchers

Blood Claws Pack – Nine (9) men
Entire unit has Frag Grenades
Five (5) armed with Bolt Pistol and CCW
Two (2) armed with Powerfist and Bolt Pistol
One (1) armed with Meltagun
Wolf Guard: Lighting Claws
Rhino:
Storm Bolter, Extra Armour; Smoke Launchers

Blood Claws Pack – Nine (9) men
Entire unit has Frag Grenades
Five (5) armed with Bolt Pistol and CCW
Two (2) armed with Powerfist and Bolt Pistol
One (1) armed with Meltagun
Wolf Guard: Lighting Claws
Rhino:
Storm Bolter, Extra Armour; Smoke Launchers

Fast Attack - 340 points
Blood Claw Bikers – Five (5) men
Three (3) armed with Twin Linked Bolters
One (1) armed with Meltagun
One (1) armed with Twin Linked Bolters and Power Fist

Blood Claw Bikers – Five (5) men
Three (3) armed with Twin Linked Bolters
One (1) armed with Meltagun
One (1) armed with Twin Linked Bolters and Power Fist

Heavy Support - 210 points
Leman Russ Exterminator:
Twin linked Auto Cannon; Heavy bolter Sponsons; Lascannon; Extra Armour
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Lost and the Damned

The Leman Russ and Basilisk will splat the blood claws like anyones business, while the Mutants will kick in anybody who gets into combat. With having 28 meats shields, and a power fist at the bottom, the Wolvies aren't gonna have a good day. And that hellhound will make light work of the Wolf Scouts. Also, when the daemonettes turn up, they will kick in whatever they need to.
The LaTD list has more firepower and better cc ability with all those mutants and daemons. Pie plates and lascannons can hold back and fragment the wolves and the mammoth mutant squads will summon deamons and all this will sweap the wolves away. The SW do not ahve enough firepower to thin out those mutants. The wave of cc can devistate the wolves and the traiotrs and remainder can move up and take the objective.

I vote for LaTD.
However reluctantly, I vote Lost and the Damned.

Simply put, there are way too many bodies. Not even a Space Wolf charge can handle it. The return attacks, plus 2 Powerfists, spell doom for any squad. There are only 3 transports, so the Traitors have a good chance of stunting the wolf charge. The Bikes are going to do very well, especially if both squads hit the same unit. The Space Wolf player could potentially win big with all those Bolters, but that would require some serious skill in army deployment. Trickery there could mean an easy win: BC charges, disperse cowardly Traitors with Storm Bolter shots, and the Wolf Scouts could sneak onto the LatD table edge and Melta both tanks easily. But all this is too hard, winning as the LatD is much easier, so based on an assumed even skill level, the LatD have it.
As said the space wolves don't have the strength to take down this LaTD list. If the had had another extreminator then they would have gotten my vote, but as is the can't take down those mutants

LaTD
LATD list can outlast the space wolves in CC, with 4 powerfists in there largest squad, and mutante being very cheap, but terrable unis, i think they will be able to beat off the bikes, while the rihnos get blow up, and the passengers annhilated via ordance.
i vote LATD
-they have more numbers in CC, and more powerful shooting.
LATD

The reasons have pretty much been covered by others. While the Space Wolf list would do well against an equivalent assault army (like BT or BA), this match up is heavily in favour of the LATD. So many powerfists backed up by ordinance will hurt.
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