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40K VWMkIII - Battle #17, Round #2 - Eldar versus Space Wolves

1433 Views 20 Replies 15 Participants Last post by  Wulfbanes
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 - Cleanse

Craftworld Number (N)ine
Iyanden Craftworld

Headquarters
Farseer:
Jetbike, Fortune, Singing Spear

Elites
Warp Spiders – Five (5) men strong
Five (5) armed with Deathspinners

Troops
Wraithguard Unit – Six (6) men strong
Five (5) Wraithguard armed with Wraithcannons
One (1) Warlock
Wave Serpent: Spirit Stones; Twin-linked Starcannon

Wraithguard Unit – Six (6) men strong
Five (5) Wraithguard armed with Wraithcannons
One (1) Warlock
Wave Serpent: Spirit Stones; Twin-linked Starcannon

Wraithlord:
Two (2) Flamers; Starcannon

Wraithlord:
Two (2) Flamers; Starcannon

Fast Attack
Storm Guardians Squad – Five (5) men
Three (3) armed with Shuriken Catapult
Two (2) armed with Flamers
Mounted in a Falcon

Storm Guardians Squad – Five (5) men
Three (3) armed with Shuriken Catapult
Two (2) armed with Flamers
Mounted in a Falcon

Storm Guardians Squad – Five (5) men
Three (3) armed with Shuriken Catapult
Two (2) armed with Flamers
Mounted in a Falcon

Heavy Support -
Falcon:
Holo Field; Spirit Stones; Starcannon

Falcon:
Holo Field; Spirit Stones; Starcannon

Falcon:
Holo Field; Spirit Stones; Starcannon

Tactics:
Heavy Anti-Tank Summary
- x1 Singing Spear (S9+D6)
- x10 Wraithcannon (Auto-glance on 2+, penetrate on 6)
- x3 Pulse Laser

Light Anti-Tank / Anti-Infantry Summary
- x2 TL Starcannon
- x5 Starcannon
- x2 Shuriken Cannon
- x3 Pulse Laser
- x5 Deathspinner

Anti-Light Infantry / Horde Summary
- x6 Flamer
- x5 Deathspinner
- x1 TL Shuriken catapult

Strong, extremely resilient list. Very difficult to amass sufficient high S weaponry to take out 2 wraithlords, 2 wave serpents, and 3 falcons. Mobile use of wraithguard in serpents; equal strength regardless of armour values. Strength versus MEQ in firepower and defensiblity, strength versus hordes in evasion (high maneouverability) and attrition until safe situations, at which point flamer death squads can exploit templates for casualties.

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Karellian Ice Giants, Elements of the 1st and 7th Company
Space Wolves

Headquarters – 544 points
Company Commander Alexandrovitch Kasparov (Wolf Lord):
Space Marine Bike, Frost Blade, Bolt Pistol, Wolf Tooth Necklace, Belt of Russ, Two (2) Karellian Bear Dogs (Counts as Fenrisian Wolves)

Wolf Guard Battle Leader: Space Marine Bike, Frost Blade, Bolt Pistol, Wolf Tooth Necklace, Two (2) Karellian Bear Dogs (Counts as Fenrisian Wolves)

Space Wolf Venerable Dreadnought Grigorii Mishkiin:
Extra Armour, Assault Cannon, Heavy Flamer, Drop Pod (Space Wolves Venerable Dreadnoughts are costlier and stronger, with higher WS, BS, and Attacks.)

Elite – 170 points
Space Wolf Scouts squad – Seven (7) men
Three (3) armed with Bolt Pistol and CCW
Two (2) armed with Bolt Pistol and Power weapons
One (1) armed with Meltagun
Wolf Guard Leader: Wolf Tooth Necklace; Power Fist and Bolt Pistol

Troops – 660 points
Blood Claws Pack – Ten (10) men
Seven (7) armed with Bolt Pistol and CCW
Two (2) armed with Bolt Pistol and Power Fists
One (1) armed with flamer
Drop Pod

Blood Claws Pack – Ten (10) men
Seven (7) armed with Bolt Pistol and CCW
Two (2) armed with Bolt Pistol and Power Fists
One (1) armed with flamer
Drop Pod

10 Grey Hunters Pack – Ten (10) men
Five (5) armed with Bolt Pistol and CCW
Two (2) armed with Plasma Pistol and CCW
One (1) armed with Melta gun
Two (2) armed with Bolt Pistol and Power Fists
Drop Pod

Fast Attack – 330 points
Blood Claw Bikers Pack – Five (5) men
Two (2) armed with CCW
Two (2) armed with Power Fists
One (1) armed with Flamer
(Joined by Wolf Lord)

Blood Claw Bikers Pack – Five (5) men
Three (3) armed with CCW
Two (2) armed with Power Fists
(Joined by Wolf Guard Leader)

Heavy Support – 150 points
Whirlwind:
Vengeance Missiles

Whirlwind:
Vengeance Missiles
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Well multiple power fists trump wraithlords and wraithguard but all those eldar tanks are extremely nasty.

It would be in the Eldar players best interest to stay in their tanks for as long as possible and dance around the edges of the board shooting starcannons.

Perhaps the Ice Giants will get lucky and pop 2 tanks by coming from behind with scouts, bikes or DPed troops. And those 2 will probably be the Wave serpents because they are slightly more vulnerable and their will be a greater need to get them in close to deploy and thus fire wraithcannons.

Leaving, at least 6 scoring units, assuming that the Warp spiders get dropped below half somewhere along the line, which should be a priority because they are the only real target for the Whirlwinds initially.

But, the Starcannons, wraithcannons and pulse lasers will kill a lot of power armour and hurt Whirlwinds. Leaving probably 5 scoring units.

I'm going to have to go with Eldar for the win here due to the mission, mainly due to those falcons being almost impossible to kill with this list and fast enough to get to the right quarters on the last turn.


Fluffwise I would vote against the Eldar because I hate Craftworld lists, but I'll abstain because I recognize that my feelings are biased.
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The Eldar win by a landslide.

The mobility of the Falcons and Wave Serpents runs the Space Wolves into the ground. The Eldar player won't even have to disembark. Only 2 Meltaguns and Powerfists can bring them down, and those will never get close enough.
Well, the Eldar list is completely anti-marine cheesiness, so I'm going to have to vote for them.

Plus, they have the maneuverability to move and take the table quarters after wiping the SW out.

Eldar
Blargg more cheese. :x Eldar anti-marine to the max(cough cheese! chough cough)ium

upon further review seeing as there are 50 space wolves 32 eldar none of whom are good in combat I see the Space Wolves winning

I don't think that the three falcons will be able to capture more table quarters than the space wolves.
w00t i misread the space wolf army
Eldar

Too....many....starcannons. Not to mention the 3 wraithlords that the Wolvies have no real way of dealing with. The power fists need 4s to hit, then 4s to wound. Not too great, and in the mean time are getting kicked in by a wraithlord. And the wraithguard are pretty hard themselves.
Also, the Wolvies don't have any decent way of taking down Falcons/Wave serpents.
Um. I did vote for the eldar, but there are some problems with your arguments.


ForgedInTheFurnaceOfWar said:
But this wolf list just cant cut it. rihnos are like a god send to the eldar, yay free pinning.Eldar win.
A: There are no Rhinos in the list.


Robizzle said:
Not to mention the 3 wraithlords that the Wolvies have no real way of dealing with. The power fists need 4s to hit, then 4s to wound. Not too great, and in the mean time are getting kicked in by a wraithlord. And the wraithguard are pretty hard themselves.
B: Hmm. Lets see. 1 squad of Blood Claws charging a Wraithlord. 8 Power fist attacks, hitting 4 times and wounding 2 times. Wraithlord strikes back 3 times, kills 1-2 Blood Claws. Round 2, 4 Power Fist attacks, hitting twice, killing Wraithlord. Wraithlord strikes first killing 1-2 Blood Claws. So Dead Wraithlord at the cost of probably 3-4 Blood Claws.

So, the wraithlords are in actuallity, fodder.


1 squad of Blood Claws charging warithguard led by warlock. warlock gets 2 attacks max, probably doing nothing, but we'll be generous and give him 1. Blood claws attack 31 times, hit 15-16, wound 5, killing 2-3. But we'll say 2 to be conservative, 3 Wraithguard strike back hitting twice, wounding 1-2, probably killing 1. Blood claws with power fists attack, getting 8 attacks, hitting 4 times, killing probably 3-4. At this point the warlock should be the only one left alive to make a break test at 8 to 1.

So, the wraithlguard are in actuallity, fodder.


I think the eldar will win this battle handily, but the reason is the highly mobile, highly dangerous and hard to kill Falcons and Wave Serpents.
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B: Hmm. Lets see. 1 squad of Blood Claws charging a Wraithlord. 8 Power fist attacks, hitting 4 times and wounding 2 times. Wraithlord strikes back 3 times, kills 1-2 Blood Claws. Round 2, 4 Power Fist attacks, hitting twice, killing Wraithlord. Wraithlord strikes first killing 1-2 Blood Claws. So Dead Wraithlord at the cost of probably 3-4 Blood Claws.
Good point, but thats not taking into account the fact they're being Starcannoned as they walk up the field. There won't be many left at all by the time they get into combat.
Robizzle said:
Good point, but thats not taking into account the fact they're being Starcannoned as they walk up the field. There won't be many left at all by the time they get into combat.

Walking up the field?

All the SW are in Drop pods or on bikes. Except for the scouts who deploy from the enemies table edge.


There shouldn't be much walking.

But yeah, all those starcannons will kill them eventually.

But with the fact that the DP won't being coming in until turn 2 and then can be used as cover, and the bikes speed and ability to hide when necessary it won't be totally one sided.
Oh man, my bad. I got this wolf list confused with the other wolf list. My mistake.

The wraithlords are gonna get reamed to by the blood claws. So are the warp spiders.

If fact, everything that starts ont he groud will get utterly crushed.

The problem is the eldar are employing so many trapsorts.

There only 1 true anti tank weapon in this wolf list. That being the melta gun, id say it will down a falcone, the squad firing on back armour + melta gun via drop pods. Fairly reasonable to assume it will die.

The wave sperments will also fall to the bikes, mouvering around to its back armour, and downing it. Then destorying the troops inside.

After they down those, theres really nothing left to be down, halo flieds will keep the eldar tanks allive. HOWEVER!

This will mean there are only 2 things which can score for the eldar, allowing the wolves to win the game, via table quaters.

Wolvs win, to few eldar.


My apologies to owner of the wolfe list for orginally voting against you.
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I vote for space wolves.

Those starcannons are great. But what are they going to shoot at? Turbo boosting bikers? Drop pods that arent even in yet? Whirlwinds behind cover? Not many casualties there I'm afraid.

Whirlwinds = dead guardians. (they have to come out of the falcons eventually to shoot)

Bloodclaws = dead wraithguard.

Power fists = dead wraithlords.

Combat will kill the eldar. The wolves can DS onto any table edge they choose. The starcannons can't do much to the wolves in combat. I think there is a better than decent chance of the wolves winning this.
Hmm. I have a question.

Can't the units inside the falcons and serpents claim a quarter while they embarked?

Or do they have to be deplyed to claim a quarter?
Grey said:
Hmm. I have a question.

Can't the units inside the falcons and serpents claim a quarter while they embarked?

Or do they have to be deplyed to claim a quarter?
Falcons are scoring units, as are any embarked troops.
i vote eldar

-everything but the falcons will die to space wolf CC, but they will take quite a bit down with them. the falcons are basically impervious to anything the SW's have, and can continue to destroy SW scoring units to the point where they are below the 6 thaat thye falcons + passengers count as, thus securing eldar the win.
The main problem for the Wolves is the vehicles, they are skimmers and the wolves will need to hit on sixes in combat, they have little to no anti armour capabilty with shooting, so all the Eldar have to do is keep the Vehicles moving 12" and the Wolves will be struggling, even if they do manage to deep strike behind the vehicles they will be very lucky to damage it seeing as it will probaly count as moving in its previous turn (for CC) and only the Grey hunters and scouts have any weapons tailored to armour killing.
The Wraithguard have the firepower to hurt the wolves and can stand up in CC, and the Wraithlords can also hurt and hold up in CC. basically the Wolves are outmanouvered, will struggle to hurt the vehicles and the Eldar are more than capable of standing up to the Wolves in CC and shooting.
The bikes and Lord on a bike are fast enough to cause problems but are still vulnerable to starcannons and will struggle to hurt the vehicles.
I love wolves and realy dont like cheesy Eldar lists, but I have to go with the Eldar on this one.

Win for Eldar
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Alright, I'm going to go with the crowd. There just isn't any easy way to take down the falcons and given that the SW won't all be arriving at once, the eldar can pick the fights, and basically win them by only commiting to battles they'll win. The exception is the wraithlords which will die, but they'll take a few marines with them

I vote eldar
Eldar

Skimmers are the complete anaethema to close combat reliant armies such as SW. You need ranged firepower to take them down.

As for the BC v's WL argument. The Wolves will turn up, the WL will move away and Starcannon them-moving out of charge range. It will then continue to run and starcannon.

If the Pod arrives right on top of it it will Starcannon them and then charge where it wants to. Denying the SW the doubling attacks for charging (no +2) and doing far more dammage than 3-4.

3 Glances is the most likely result of back armour boltering with GH's v's a Falcon. Wiht the average needed to down one being 9 its not too rosy. Plus the Eldar player could hug the table edge with his tail and deny bolters totaly.

Warp Spiders can run down Whirlwinds and if the Bikers try to cover them by assaulting the Spiders they leave themselves open to being Starcannoned.
I find this a kinda foolish SW list. A lot of potential wasted. Due to lack of meltaguns and bolters I regret to vote for the Eldar who are just too mobile for this SW list. Though still, the passengers of the few transports which do get shot down are dead meat, a tiny point of joy for me.


Tai'shar
Araith said:
I find this a kinda foolish SW list. A lot of potential wasted. Due to lack of meltaguns and bolters I regret to vote for the Eldar who are just too mobile for this SW list. Though still, the passengers of the few transports which do get shot down are dead meat, a tiny point of joy for me.


Tai'shar
Have to agree my Wolves list takes a Lord on Bike (but no bike squadron he does not need them), A predator (full lascannons) a Crusader, Vindicator and Ven dread (HQ) with lascannon, with 2 units of Bloodclaws with max PW and PF and a 2 units of Greys with max PW and PF and meltas each BC squad has a wolf guard, My wolves list would rip this Eldar apart it has enough CC to hurt but loads of anti armour. (pictures of vehicles are in the gallery). Dont like Dreads in drop pods makes up to vulnerable at AV12 especially against Eldar.
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