Tried out the new Wolfs in a friendly game
Space Wolfs = W Steel Legion = I
Space Wolfs List:
Great Company with Battle Leader and Wolf Lord
Great Company with Battle Leader
Great Company with Battle Leader
Blood Claws with Wolf Priest
Blood Claws with Wolf Priest
Blood Claws with Wolf Priest
Fenris Wolfs with Wolf Priest
Fenris Wolfs with Wolf Priest
Fenris Wolfs with Wolf Priest
Long Fangs
Wolf Scouts
Thunderbolts.
Attachment:
Setup.jpg [ 714.09 KiB | Viewed 3188 times ]
Turn 1
W CAP
I Manticore fire at BTS killing 1 and laying 5 BM and 2BM on nearby Longfangs
W Fenris March toward ruins in the middle (Sentinel fire OW = I BM)
I Mech Inf Co doubles against ruins and Fenris = 1 BM
W BloodClaw double to ruins
I Inf Co doubles towards the city and enters the houses
W BTS Marshall and moves forward
I Hydra moves and shoots at Bloodclaw rhinos 2 hits but 2 saves = 1 BM
W Fenris doubles to forest
I Thunderbolt attack BloodClaws (within their own AA umbrella) killing 2 Rhinos
W Longfangs double toward forest and shoots at Mech Inf Co killing 2 Leman Russ!
I Warhound doubles toward BloodClaws killing 2 marines
W Fenris doubles towards the hill
I Thunderbolts attack Longfangs, Intercepted but all the attacks miss their targets. 4 hits on the Longfangs but they save 3.
W BloodClaws march towards the Hydras hoping to assault next turn
I Warhound moves and shoot the BloodClaws killing 3 Spacemarines and 2 Rhinos
W BloodClaws march toward Infantry Co in the City setting themselves up for a turn 2 assault
I Sentinels double and places 1 BM on the BloodClaws
W Great Co double toward the BloodClaws
I Superheavy doubles and kills 5 Spacemarines from the Great Co and a BM on the BloodClaws
W Great Co march towards Superheavy
End of turn 1. 1 Space Wolf Thunderbolt is shoot down by AA. Fenris 3 and Mech Inf Co fails to rally, both uses the SC.
Attachment:
Turn2.jpg [ 1.03 MiB | Viewed 3188 times ]
Turn 2
W Fenris engage and intermingles the Hydras and Sentinels. Bad dice but they manage to kill 2 and win the fight. (3 more die in hackdown, 2 sentinels flee and all hydras is destroyed)
W Retain. Great Co commands Bloodclaws to join the assault on the Inf Co in the city. Killing 6 (5 more in hackdown) SpaceWolfs lose 0 fighters.
Attachment:
Assault on the City.jpg [ 1.08 MiB | Viewed 3188 times ]
I Warhound fire at the Bloodclaws but only kills 1
I Retains with the Mech Inf Co and assaults the Longfangs. Killing all fangs without losses.
W Great Co commands nearby Bloodclaws (Fenris wolfs was badly placed more than 10 cm away…) to attack the Mech Inf Co. Another bad roll by the Wolfs, 1 hit out of 7 3+ rolls IG kills 3 Spacemarines but loses the fight due to rolling a 1 and a 2 in the end. The Mech company flees (and the BloodClaws)
I Warhound shoots at the Great Co killing 1
W Great Co doubles to the Mech Inc Co (Supporting Range)
I Thunderbolt attack Great Co killing 2 Rhinos and 1 Space Marine leaving a lone Rhino fleeing
W Fenris engage the Sentinels killing them all. Little trouble with how to spread the unit…
I Manticors goes on OW
W Thunderbolt stands down
I Thunderbolts attacks BloodClaws killing 1 Rhino
W Fenris engage Mech Inf Co and kills 4 units winning the assault and destroying the rest (16 units) No wolfs was harmed during this fight
I SuperHeavy moves and shoot at the Gray Hunters Kills all but 1 Space Marine who flees to the forest
End of turn 2. Lone Rhino, Inf Co and Sentinels fail to rally.
Attachment:
Turn 3.jpg [ 725.01 KiB | Viewed 3188 times ]
Turn 3
Scouts teleport. Blocking the way for the Warhound.
W BloodClaw engage Warhound. 2 wounds each but the Spacewolfs win and the Warhound flee.
W Fenris engage the Manticores (the fire OW = 1 BM) Manticores is killed
I SuperHeavy attack the BloodClaws near the Blitz killing 4
W Fenris engage the Warhound 2. 1 Wolf is killed but they cause 2 wounds and wins the engagement. Warhound flee (but stays put…)
I Thunderbolt attack Great Co and kills 1 Rhino (again)
W Lone BloodClaw march towards own blitz
I Thunderbolt attack Gray Hunters = 1 BM
W Thunderbolt attack Sentinels. Sentinels saves 2 hits but 1 is still killed.
The Space Wolfs moves the rest of the units to secure objectives. The IG only hope is if the lone Sentinel rallies but it fails to do so.
Attachment:
End.jpg [ 703.87 KiB | Viewed 3188 times ]
Space Wolfs Win 4-0 (BTS, TSNP, DTF, T&H)
Conclusions:
I did this battle to try out the new formations for the Space Wolfs (2.4.2)
I wanted to test if the BloodClaws could be spammed. 6marines for 200 points looked really good. The army had several weaknesses and was not that fun to play. If I would do another build I would add more Longfangs to get some more shooting and some more AA...
The whole first turn was just the wolfs moving up to position and trying to not get shoot at. The Imperial Guards did some bad decisions in the setup, mainly placing the Super Heavies in a bad position, that really made the wolfs work easy.
To me the Blood Claws might be ok points vice they lack firepower and has 6+ in FF. The thing that really stood out was the Fenrisian Wolfs. ATSKNF, 5+ save, infiltrator and the ability take a Hero is very good for 150 points...
The Long Fangs had some luck in the start of the battle so I really haven't used them much but they also felt very good. Is it really necessary to lower the AT shot to 5+ AND to give them 3x shots for just 50 points?
I had no problem with the Unblooded rule as I fought IG and wanted to get into CC and didn't use the Pack rule when defending...
The Scouts with teleport is fun but I usually takes scout for other stuff (cheap, scout screen) so I didn't think they were worth the points. But I fell I used them "wrong"
We don't play with spacecraft much but otherwise this army looks like a drop podding one
A Big Great Company in pods...
To make an army that thrives on assaults even better in that area is dangerous, not totally convinced that taking away the missile launcher is that a big disadvantage, even if I did miss the ability to prep the target before engaging
(and teleporting Terminators & Warhounds)