Space Wolves vs Speed FreaksThe following is a quick report of the game Lucas and I had to test out space wolves, the week before we tried out a drop heavy force against eldar, this week I knew it would be orks, but i wasn't expecting speed freaks... I had taken a few heavy clans to take on warbands etc, but against speedfreaks I was worried a lack of activations would hurt.
The armies:Orks

SW

Deployment
- Speed freaks garrison two units of deth koptas across centre left portion of the board
and place them on OW, also garrison outriders fwd on right. SW garrison speeders on
left side objective
Remaining forces deployed

Turn one SW win strategy roll off
Knowing how much Lucas hates speeders and the horde of throw away fighters he had, the SW speeders advance and shoot deth kopta blitz bde one for one hit that is saved
Fighta bommas then ground attack the speeders for five hits resulting in three kills (hunter fired but missed)

Predators advance down road and shoot blitz bde one, scoring four hits in total killing one but breaking them
Fighta bommas two ground attack great company one and destroy two rhinos and a grey hunter for loss of one Fighta bomber

SW great coy one marshals, clears three bms (one remaining)

Blitz bde three advance shooting preds hitting one std and one macro for total two kills
Great coy two double and shoot blitz bde three for two hits, all saved
Kult one double and shoot great coy two for no hits

Thunderhawk ground attacks KOS one for three hits and one kill
Fighta bommas three intercept thunderhawk for one hit, saved, losing two from three due to hunters and thunder hawk defensive fire
Land raider double and shoot KOS one and hit once for one kill. (SW activations done..)
Blitz bde two koptas double and shoot great coy two for a big bag of nothing
KOS two and three double into cover
Warbike outriders double into cover
Fortress mob advance and shoot land raider pack and kill one

Speed freak warband go on overwatch (WTF? orks on overwatch... should have been an unsportsmanlike foul..)

End phase
- All aircraft disengage with no further losses
- Blitz bde doesn't rally all, speeders rally
Turn twoScouts teleport into the centre to ZOC block the fortresses and support the great coy fight on the road.
SW win strategy
Great coy engage speed freak warband one and kult one with support from predators and scouts, win assault by one pt and break opponent,

(note, grey hunters are supposed to be good in CC, but even 8 dudes hitting on 3s are terrible when you roll like this..)

Thankfully the LR crusaders and longfangs scored some hits, as did the supporting predators and scouts.
Land raiders retain and fail activation hold and shoot fortress mob for four hits with 2 damage being done.
Blitz bde three sustain and fail, shoot preds kill two.
Great coy one double into cover and shoot fortress mob
Thunder hawk fails to activate even with reroll. (i'd hoped to air assault the fortress mob that was already carrying BM and had the other great coy in position to lend spt fire)
Outriders double and shoot great coy one.
Fortress mob double to left side and hide behind cover.

Fighta bommas one GA fail
Fighta bommas two GA marines hit but fail to kill hunter
Fighta bommas three kill one grey hunter and two rhinos in GA on great coy one

Speed freaks double and kill nothing from great coy one
Kult two kill last hunter from predators

Blitz bde def koptas double and shoot land raider sqn for a BM

End phase
Nothing Ork broken rallied, all space marine bar great coy two rallied.
Turn threeSw win strategy
Great coy two double and shoot fortress mob for killing one gun fortress
Land raiders fail to activate again (really...)
Fighta bomma GA great coy one and kill hunter
Fighta bommas GA speeders and kill two remaining speeders


Great coy three in thunder hawk GA fortress mob wiping out for BTS

Unfortnately time got to us, we both had work and had to call it here. We quickly talked out the end of hte 3rd turn, the remaining activations would have not been enough for either to get a 2:1 or better advantage, the likelyhood was a 4th turn and by then our forces would have been fairly spent, though ork activations would probably allow them a win in turn 4.
The big SW great companies are very resilient and the long fangs were particularly useful on a number of occasions. The risk though is that SW formations easily get expensive, in hindsight I should have had a few more activations. It was nice to finally get the LR Crusader in the game and into some firefights, they saved me in turn two and helped put a bunch of shots on the ork fortresses in turn 3. They also saved the SW from a lot of AP shots Lucas usually throws at my marines, though that great coy cost was pretty high.