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40K VWMkIII - Battle #28, Round #3 - Night Lords versus Space Wolves

1172 Views 13 Replies 13 Participants Last post by  numberofthebeastxxx
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

Night Lords - (2 points)

Headquarters – 315 points
Chaos Lieutenant:
Chaos Marine Bike; Bike mounted Plasmagun; Dark Blade; Furious Charge; Daemonic Mutation; Spiky Bits; Melta Bombs

Chaos Lieutenant
Daemonic Flight; Pair of Lightning Claws; Daemonic Mutation; Daemonic Resilience; Melta Bombs; Spiky Bits; Furious Charge

Troops – 456 points
Chaos Space Marines Squad – Eight (8) men
All have Infiltrate; Furious Charge
Five (5) Marines armed with Bolt Pistol and CCW
Two (2) Marines armed with Meltagun
Aspiring Champion: Power fist and Bolt Pistol; Daemonic Mutation; Spiky Bits

Chaos Space Marines Squad – Eight (8) men
All have Infiltrate; Furious Charge
Five (5) Marines armed with Bolt Pistol and CCW
Two (2) Marines armed with Meltagun
Aspiring Champion: Power fist and Bolt Pistol; Daemonic Mutation; Spiky Bits

Fast Attack – 1079 points
Raptors Squad – Eight (8) men
All have Furious Charge
Four (4) armed with Bolt Pistol and CCW
Three (3) armed with Meltagun
Aspiring Champion: Power fist and Bolt Pistol; Daemonic Mutation; Spiky Bits

Raptors Squad – Eight (8) men
All have Furious Charge
Four (4) armed with Bolt Pistol and CCW
Three (3) armed with Meltagun
Aspiring Champion: Power fist and Bolt Pistol; Daemonic Mutation; Spiky Bits

Chaos Bikers Squad – Nine (9) men
All have Furious Charge; Skilled Riders
Six (6) armed with Twin Linked Bolters
Two (2) armed with Flamer; Bolt Pistol
Aspiring Champion: Lightning Claw; Daemonic Mutation; Spiky Bits

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Space Wolves - (2 points)

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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Space Wolves

They outnumber the night lords, and also have more shooting potential (odd for SW), and can still hold their own in assault enough to pull off a victory. The vehicles can also make sure that they get into the table quarters.
Night Lords

They are more manouverable and are superior in cc. A charge from these guys (which is likely) will really hurt the wolves. Also they have 3 units which can jump table quarters very quickly. And actually they have the same number of guys, except that the space wolves have a dreadnaught and the Exterminator
SW vehicles capturing table quarters? Every SW vehicle but one is a dedicated transport. Check that again :D

Night Lords would be a sweet win for this Votewar, but unfortunately, I gotta say

Space Wolves

They have way more men, more tactical flexibility because of the transport vehicles, and more guns (!). The Blood Claws only face Entanglement if the SW player is a fool, and based on an assumed even skill level, I can't say that a Night Lords player capable of tricky charges from NON-INFILTRATING (why not?!) Raptors won't be countered by excellent transport use by the SW player.

Remember Raptors have the same Toughness and Save as a normal Marine, which means that against shooting, they still die just as fast. If the Raptors had infiltrate, this would be in the bag.
Blood claws on bikes will slauther anything they see.

Chaos has no ranged anti tank, therefor the rihnos will delever there chargo fairly unharmed, and in good space wolf phasion, ready to counter charge.

The blood claws will eat through the 2 infiltrating squads, before back up can arraive, by that time, they will be massivly outnumbered, and easily destoryed.


Space wolves win
ForgedInTheFurnaceOfWar said:
Blood claws on bikes will slauther anything they see.
Chaos has no ranged anti tank, therefor the rihnos will delever there chargo fairly unharmed, and in good space wolf phasion, ready to counter charge.
The blood claws will eat through the 2 infiltrating squads, before back up can arraive, by that time, they will be massivly outnumbered, and easily destoryed.
Space wolves win
No, no, and no.

1) The chaos marine bikes are better than the blood claws bikes. They outnumber them, and that lord has a darkblade. In CC, chaos bikes > blood claws.

2) Chaos does have ranged anti-tank. Raptors. Six raptors have melta-guns. Raptor move+melta-gun range = 20". They won't get the Russ or the 'Naught on the first turn, but 8-man raptor squads are too large for 1 turn of shooting to make a diff. They will pop those vehicles.

3) Before back-up can arrive? The blood claws are the only spacewolves unit fast enough to catch the nightlords in CC by turn 2. With only 5 per squad, they will be outnumbered and they will be charged/counter-charged by at least one squad of bikes or raptors. Blood claws lose.

Also, everyone keeps mentioning these spacewolves rhinos. A raptor squad with three meltaguns can cover all the exits, pop the rhino, and kill everyone inside. Nightlords could do that 1st turn with infil on the raptors, but second turn works just fine.

Nightlords are more mobile, and better suited to seize table quarters.

Nightlords win

Sabre
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Night Lords

The Nighties have a huge amount of fast stuff, which is much more likely to get the charge which will give them the advantage. They are in equal numbers with the bikers, except the Lords have a nasty lord with a Darkblade. Meanwhile the Raptors will probably have a hard fight against the squads, but ultimately win if backed by everyone else.
Sabrewulf said:
2) Chaos does have ranged anti-tank. Raptors. Six raptors have melta-guns. Raptor move+melta-gun range = 20". They won't get the Russ or the 'Naught on the first turn, but 8-man raptor squads are too large for 1 turn of shooting to make a diff. They will pop those vehicles.
The effective range of those Meltaguns is 24"... 18" for double Penetration. The Raptors are capable of destroying the Rhinos in the second turn, but why? The Space Wolves will assuredly be out of their transports by then, why would the Space Wolf player keep them inside? If he moves inside the transport vehicles on the second turn, the Blood Claws won't be able to charge. So he is obviously going to deploy his men out of the Rhinos after his first move.

The Blood Claw pakcs are 9 in number, not 5... and they can equal the Raptors combat ability. This is detrimental to the Night Lords, because their Raptors cost many more points than Blood Claws do. Whoever gets the charge will help, but won't make or break the combat. The Blood Claws champions are armed with Lightning Claws, so they have the Initiative, but the Raptors have 4++ Powerfist attacks. It'll be close between the two.
The Space Wolves have more transports, which means I think they'll have more tactical flexibility and more lasting power, even with the meltaguns of the Night Lords. I'm going to have to vote

Space Wolves
i vote space wolves
-the tanks, better shooting, and greater numbers in CC will win.
I too vote Space Wolves.

Yes the Raptors and any other NL squad may hit hard and kill a couple of Wolves. But the SW have the numbers to overcome it and then they start powering up the lightning claws and the fists and the NLs will start dropping. They just won't last.
Yes, the Night Lords have powerfists too. But if the NL charge they'll get just as many fist attacks per squad as the SW get when they don't charge. If they do charge they get twice as many. And then you add the lightning claws, the massed normal attacks and the combat ability of the Scouts to it.

Not to forget the abovementioned firepower and vehicles.
The only real threat to the wolves are the Raptors and the bikers, but the Raptors are a mishmash of CC and Armour busting, even if they do close on a vehicle and pop it they are not really geared for CC against an army like the Wolves.
Both the Bikes and raptors are vulnerable to the assult cannons and lascannons and the Wolves have enough to weather any CC the NL can throw at them.
The wolves have more protection with the Rhinos and razorback, and can equal the NL bikes mobility with the BL bikers, so the NL ae working with to many disadvantages they simply do not outperform the Wolves in any way

Quite an easy victory for the Wolves
Space Wolves

Greater CC numbers and the enemy's lack of long ranged anti tank fire will give them the game IMO.
I vote for Night Lords

Infiltrating biker squads will pop the tanks. If the NL player gets 1st turn then the tanks wont get time to pop smoke and the raptors can add their meltas to the tank poping spree. Space wolf numbers don't matter when it comes to raptors. They jump in and out of combat. They can just jump out and furious chage the smallest concentration of troops, rinse and repeat. How are they not geared for cc? Raptors are MADE for cc and the troop squads ALL have furious charge. So not only are they hitting 1st, their wounding on 3's. Infiltrating carefully and correctly positioning the faster NL units will result in the NL getting the charge. Blood claws will fall. They will be rounded up and killed.

Not excluding any possible discounted votes. I believe the curent standings are:

8-4 in favor of the Space Wolves.
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