My first game against the famously cheesy 5th Ed Space Wolves. And I only really see one reason they would be called cheesy. One BIG reason. Blood Claws. Lots of Blood Claws. Absolutely ferocious. Just aim them at something and that thing dies. Anyway, the scenario was territory control, and we decided on four points of scenery to act as the control points, one on each corner of the board, two hills and two forests. The board was rather lopsided in terms of other terrain. What appears to be the wreckage of an Aquila fighter scattered around a good half of the board, a road down the center and
the rest of the board basically open ground. This actually helped my mechanized company rather than hinder it, as the assault based Space Wolves had to consistently roll difficult terrain tests, while I was able to maintain fire bases rather hindered for two solid turns. However, Guardsmen are no match for the Wolves of Fenris, and fell apart rather quickly.
There was one special rule, in that the first round was fought under night fighting rules, and any units not placed in reserve at the start of the game that weren't on the board entered play immediately on turn two.
My turn one deployment was compromised of setting up my platoon as a gunline, having a view of most of the battlefield, placing my LRBT on the road, and the Demolisher "Warpcrusher" on the left, with my HQ Squad and its Chimera right next to the far right hill. The Demo-squad was placed on reserve with their Chimera, while the two reamining Chimeras "Sunthrower" (with the plasma squad) and "Demonbane" (which holds the grenade launcher squad) would be introduced in the next turn.
My opponent Deployed a Rhino full of what I believe are Long Fangs, along with a Wulfen and a Ragnar Blackmane. On the road he placed a Land Raider Crusader full of FIFTEEN Blood Claws. A squad of Assault Marines entered play on turn two.
Turn One (Wolves)
The Long Fang/Wulfen/Ragnar combo rumbles forward through the ruins of the Aquila fighter. The Blood Claws laden Land Raider rumble forward onward, ready to disgorge its ultra-killy cargo. And thats it. Rather uneventful honestly.
the HQ Chimera "Resister" moves toward the far right hill, and my HQ command squads runs up and, I imagine, plant some sort of flag. First point to B Company! The Autocannons of Yellow and White Squad open fire, immobilizing the Rhino and destroying the pintle mounted storm bolter. My LRBT attempted to shoot the Land Raider, but thanks to the Night Fighting rule, I missed.
Turn 2 (Wolves)
The Space Wolves Assault Marines appear on the edge of the table, and the Land Raider readies to launch an assault on the LRBT. The Long Fangs hop out of the Rhino. Well, actually only Ragnar hops out, but you get the idea.
Sunthrower and Demonbane take the field and rush forward at full speed towards the opposite end of the table. First Platoon (the only one built at the time) moves to the left to get a better field of fire on the Long Fangs.I roll for reserves, but it fails. Volleys of Lasfire bounce of Long Fang armor.
The situation at the end of turn 2:
This is when it gets serious. All the Long Fangs Disgorge, and assault the Resister, while the assault marines fly forward and attack the Sunthrower. The Space Marines of the Land Raider Crusader, after it drives forward, hurl themselves at my LRBT, and begin hacking away, wrecking it.
Turn 3 (Guard)
With assaults on three fronts, the men of B Company responded as any good Guardsmen would: with massed volleys of fire. The Demo-squad rolls in on the far left, taking the forest. My vehicles are out of assault for the turn, at least the ones who are still intact. My Platoon Commander orders Yellow team with "First rank, FIRE...'and they take out 2 assault marines, while the combined fire of the HQ and White sqaud kills two Long Fangs.
"Warpcrusher" opens fire on the Land Raider Crysader, and I experience for the first time how annoying A14 is. Even with mt Strength ten demolsiher cannon, and both multi meltas, I did not even scratch the thing. Look at how intently Spiderman is watching this game. He is even pointing at those absurd dice rolls in sheer amazement.
Turn 4 (Wolves)
The Blood Claws assault Warpcrusher, destroying its demolisher cannon. The Reaming Long Fangs destroy Resister, and consolidate towards my HQ Squad, while the Assualt Marines continue banging on Sunthrower, trapping the Plasma Squad in, which means they die.
Turn 4 (Guards)
My HQ Squad moves to attack the Long Fangs in a feat of suicidal bravery. They are slaughtered. The Demo-Squad Chimera moves into the open to distract the LRC, while the Grenadiers in Demonbane disembark and try to kill more Assault Marines. The Assault Marines are down to half strength. Warpcrusher attempts to destroy the LRC, but once again the A14 proves too strong.
Turn 5 (Wolves)
The LRC opens fire on the Demo-Chimera, and the melta squad disembarks.The Blood Claws run towards the distant hill, while Ragnar's Butchers move into an assault, wiping out White squad, while managing to stay on the terrain piece.
Turn 5 (Guard)
The Demolisher attempts to destroy the LRC, but only manages to take out its Melta gun. Ragnar comes under fire form Yellow and Platoon Command Squads, but he endures.
With no more movements to make, i roll the dice as according with the scenario rules, available on the Adapticon website. The game ends on turn five, with the both Wolves and Guardsmen at more or less half strength, each holding an objective.
The end score, is 15(me) to (30) because the darn wolves ha d managed to kill 3 of my vehicles and wipe out 3 whole squads. Ends in a draw. I felt that, had the game gone on, the results would have been the same, as we essentially fought each other to a standstill. Overall a rather enjoyable game. Thanks for reading, last BattRep for Sunday's tourney out tomorrow.