page id: 189 Battle Report VIII (Take and Hold): Gary's Space Wolves battle Jim's Black Templar in a marine-chapter feud taken to the extreme. By Jim K.
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Day of Reckoning

Take and Hold

By Jim K. and Gary

"Marshal Dermott, we are approaching the target air duct, but there are already two Adeptus transports present. They bear Space Wolf insignias."

The Marshal leaned forward in the cramped confines of the rhino's hull to see the pix-monitor for himself. "What in the name of the Golden Throne are they doing here?" he demanded. There was no love lost between the Black Templar Commander and the 45th Space Wolf division on Tarnekk 3. Twice before the forces had fought the chaos garrison side-by-side and the Marshal had made no secret about his opinion regarding the Wolves' "tainted gene-pool." Sharp-teeth, barely controlled battle lust, and a casual attitude toward the chain of command were not qualities the iron-hard disciplinarian of the Crenshaw Crusade looked kindly upon.

He ripped the vox-link from the wall of the Rhino as it bounced full speed through the Tarnekk woods. "This is Marshal Dermott of the Black Templar Crusade Force Crenshaw, we have been ordered to secure the enemy air duct by central command. Withdraw your transports at once."

"Dermott, I should have known it was you," growled the reply from Wolf Lord Solvar "The Slayer" Greyfell. "We already have two transports securing the target and a sizable force just moments behind. You've got to move bit quicker if you want to snatch the glory from the jaws of a wolf." A deep throated rumble of laughter followed.

Marshal Dermott went pale with rage, but he spoke calmly through his clenched teeth, "I demand you withdraw at once. The order was for us to secure the target."

"Demand?!!" came the reply, a barely intelligible roar of rage. "I'll tell you what, Dermott, why don't you MAKE us withdraw?"

"Nothing would give me greater pleasure." The Marshal slammed the vox-link back into its cradle and thumbed the micro-bead vox-link on his power armor, opening a secure channel to his men, "Open fire on all targets within 100 meters of the objective as soon as we are within range. Dermott out." Now, there would be a reckoning.


The mission selected for this battle was "Take and Hold". It pits Gary's Space Wolves against Jim's Black Templar in a marine-chapter feud taken to the extreme.


Pregame

Jim / Black Templar

Well I finally get to field my "core" army in a battle report, my beloved Black Templar. My BT's are a force to be reckoned with, but, unfortunately, this time they will be facing an equally hard army, Space Wolves. Gary has been playing his Wolves exclusively for several months now and I am sure he has whipped his army into a well-oiled killing machine.

To defeat Space Wolves, the first order of business will be to destroy their transports. To that end, I have four five-man tactical squads each with a heavy weapon and plasma gun. Two of those squads have plasma cannons in case I do manage to pop a transport and there are some marines (or dare I hope terminators) standing out in the open. One of those squads comes with a razorback equipped with a twin-linked lascannon for added transport-busting fun.

My mobile firepower will be supplied by two dreadnoughts; one with lascannon and missile launcher, the other with assault cannon and heavy flamer and a pair of landspeeders which will fill a dual role of providing long-range fire support and snatching objectives.

Sooner or later the Wolves will get too close for comfort (hopefully on foot and after taking serious losses from my shooting). That's when my "assault wing" will strike. It consists of two rhinos of 9 marines with assault weapons and power fists, each accompanied by a character (my Marshal in one, my Emperor's Champion in the other) and a Land Raider Crusader with 5 assault terminators and a Chaplain. That ought to give those Space Wolves something to chew on.

The one monkey wrench in the whole works is always those damned wolf scouts that come in behind your lines. I have found there is only so much you can do about them and they are not worth obsessing over too much. But, to avoid them meltabombing one of my precious transports I will get my rhinos, razorback and Land Raider more then 12" from the table edge ASAP, preferable out of line of sight altogether. I'll also try to keep the four "fire-support" tactical squads spread out and in cover so the scouts can only take out one before opening themselves up to shooting from the other three.

Well that's my general plan regardless of the mission, but what's that saying about "the best laid plans"?

Unit

Notes

Pts

HQ

Marshal Dermott

Power weapon, storm bolter, frags, melta bombs, purity seals

66

Chaplain Atkins

terminator honors, frags, purity seals

85

Emperor's Champion Crenshaw

The B lack Sword, artificer armor, master-crafter bolt pistol,terminator honors, purity seals, iron halo

105

ELITE

Dreadnought Talon

Twin-linked lascannon, missile launcher, extra armor

140

Dreadnought Maxus

Assault Cannon, heavy flamer, extra armor, smoke launchers

123

Squad Terminus

5 Assault Terminators, 4 w/ lightning claws

93

TROOPS

Marshal's Honor Guard
(Black Templar Squad)

9 Initiates (bolt pistols/close combat weapons), power fist, flamer, frags 154
RHINO: extra armor, smoke launchers 58

214

Champion's Honor Guard
(Black Templar Squad)

9 Initiates (bolt pistols/close combat weapons), power fist, melta gun, frags 160
RHINO: extra armor, smoke launchers 58

218

Black Templar Squad

5 Initiates (bolters), plasma cannon,
plasma gun

96

Black Templar Squad

5 Initiates (bolters), plasma cannon,
plasma gun

96

Black Templar Squad

5 Initiates (bolters), lascannon,
plasma gun

96

Black Templar Squad

5 Initiates (bolters), missile launcher,
plasma gun
91
RAZORBACK: twin-linked lascannon, extra armor, smoke launchers 98

189

FAST

Land Speeder

Heavy Bolter

50

Land Speeder

Heavy Bolter

50

HEAVY

Land Raider Crusader

Twin-linked assault cannon, 2 hurricane bolters, multi-melta, frag assault launchers, extra armor, smoke launcher

258

 

TOTAL POINTS: 1,997

 

Gary / Space Wolves

I have been waiting for a while to get into a battle report so when Jim said he was looking for an opponent, I didnít hesitate to throw my hat into the ring. I would have preferred to play Jim with a new Tyranids army since they are my favorite army to play, but unfortunately I am several months away from finishing them. This left me with my newest army, Space Wolves. Normally, I avoid playing other space marine armies because I feel the battles are very boring due to the lack of diversity in the opposing armies. However, with an interesting scenario and accompanying fluff, I decided it could work. We decided to play "take and hold".

I have to admit that I am a little apprehensive playing Jim in a battle report. He is a master strategist and tactician. He is also fun to play with because he is a great sport and doesnít look to win at any cost. While other players might hide their army in the second half of a battle to help secure a victory (Eldar players in particular), Jim will fight on in the tradition of whatever army he is playing. Each time I play Jim, I usually learn a very hard lesson or two or three ( "Jim, what do burners do?" "Iíll show you Gary. See all those rhinos parked together?").

Although I havenít faced Jim very often, we have had one memorable battle. This battle was during The Iron Warmonger Tournament where approximately 1200 points of Jimís Black Templars faced 1500 points of my Tyranids. I was on the attack and Jim was defending his position in the ruins. Although I significantly outnumbered Jim, he had the benefit of cover and had properly positioned his troops to make the best use of the terrain. He had all of his vehicles hull down and he had established several fields of fire. I had no choice but to try a frontal attack. To make a long story short, I annihilated Jimís force but not before he so damaged my army that I was unable to continue in the tournament. Two factors made Jimís army effective: long range fire power and good HTH skills. When I finally got into HTH with Jimís troops, his marines were still very tough due to the ability to always wound on threes. (I hate those vows!!!)

In choosing my army I typically take, as my core units, 2 Blood Claw and 2 Grey Hunter squads in Rhinos. BCs have 4 attacks when charging and GHs can have 2 plasma pistols per squad for killing other space marines. Both squads have a good amount of power weapons and power fists. Now all of my rhinos have smoke and extra armor (Ken taught me a hard lesson earlier about the need for smoke and extra armor). I added 2 more squads of assault GHs in razorbacks because I needed the extra lascannons and I was able to add more power weapons and power fists.

My army is usually led by a Wolf Lord and a Rune Priest with Frost Blades. Typically they have 6 attacks each when charging and hit on 3s and kill on 3s. The Rune Priest comes with an added bonus of "Storm Caller" which allows a squad within 12" to hit first as if in cover. As my 3rd HQ choice (due to the 2000-point game) I chose a Venerable Dreadnought over a Wolf Priest because I was in short supply of Long range fire power. My final choices were a scout squad with melta gun and melta bombs and a speeder with a multi melta. I knew Jim would forget about my scouts and they would be a nasty surprise. I chose the speeder because if my scouts failed to kill Jim's Landraider, I would need something to rush up and stop it if necessary.

No matter if I am attacking or defending in the "take and hold" scenario, my strategy will be the same, swarm the position with lots of troops. If I am the attacker, the key to my success will be to get as many troops to the objective as possible and then force Jim to throw me off. All six squads will come with enough firepower to handle any type of armored threat. If Jim decides to attack me in HTH to remove me, he will be playing into my strength. Iíll have my full compliments of frost axes, power weapons and powerfists. Getting to the objective without being shot up will be the hard part. If Jim pops my transports, my men will take a lot longer to reach and their attack will be uncoordinated and piecemeal. I have made sure that all my vehicles have extra armor and smoke. Hugging the terrain as much as possible will be important as well.

The one glaring weakness in my army is the lack of long range firepower. I will only have two razorbacks and one twin-linked lascannon from my dreadnought at my disposal. Everything else I have in regards to anti-armor will be deadly but very short-ranged. If I have to defend the objective, I wonít have much to stop Jim before he is in HTH range.

Name

Details

Pts

HQ

Wolf Lord Solvar
"The Slayer" Greyfell

Frost Blade, plasma pistol, meltabomb,
Belt of Russ

140

Rune Priest
Thrain Darksky

Frost Blade, plasma pistol, meltabomb

120

Venerable Dreadnought Olin "The Old" Oakenshield

Twin-linked lascannon, storm bolter

175

TROOPS

Wolf Scouts

Melta gun, 2 power weapons, meltabombs

138

Wolf Lord Escort
Blood Claws

9 Blood Claws, power weapon, power fist, flamer
RHINO: extra armor, smoke launchers

210

Rune Priest Escort
Blood Claws

9 Blood Claws, power weapon, power fist, flamer
RHINO: extra armor, smoke launchers

210

Grey Hunters

9 Grey Hunters, power weapon, power fist,
2 plasma pistols
RHINO: extra armor, smoke launchers

266

Grey Hunters

9 Grey Hunters, power weapon, power fist,
2 plasma pistols
RHINO: extra armor, smoke launchers

266

Grey Hunters

6 Grey Hunters, power weapon, power fist
RAZORBACK: Lascannon, twin-linked plasma gun, smoke launchers

215

Grey Hunters

6 Grey Hunters, power weapon
RAZORBACK: Lascannon, twin-linked plasma gun, smoke launchers

200

FAST

Land Speeder

Multimelta

65

TOTAL POINTS: 2.005


Created by: system. Last Modification: Monday 26 of January, 2009 03:29:40 PM EST by ZiggyQubert.

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