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Saga of the Terminator trials


TiguriusX

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With the release of our codex I have become obsessed with the potential of our Wolf Guard Terminators.

The stratagem fury of the first is ultra competitive IMO and I am trying to squeeze all I can out of it.

I will try and report on my experiments in this saga.

I am using a 2K army with double battaltions

Details here

Batrep 1


Faced off against Blood Angel and Salamander list

Reiver and Plasma Inceptor combo from salamanders (reivers get psyker buffs and prevent inceptors from being shot so you get an extra round of shooting)

Death company and sanguinary guard combo from BA

I've faced my BA friend many times so I know the key is always zone him out

Very short batrep

Played precious cargo

Vanguard strike deployment

I won the roll off and chose to be attacker (this determined outcome basically)

gallery_49686_16232_194046.jpg

I deployed extremely aggressively with war suits and claimed key terrain with my infiltrators

Basically forced his entire army BACK into his deployment zone

Instead of charging in with my war suits I fell back and consolidated to wait for the turn 2 reinforcements of GH and Terminator bomb

I picked off 9/10 scouts to kill off a squad and the last one ran due to morale

Held 3 objectives and scored the bonus as well

His turn he just keep analyzing the board and saw zero options

He tried to charge my RP and warsuit in the middle of the board

Oh my goodness I have some respect for these warsuits

gallery_49686_16232_100496.jpg

First time using them so i hadn't really analyzed them in detail

My RP with armor of russ was nearby so he swung first despite being charged

My phobos WL was nearby so he got rerolls

Warsuits hit on 2s with SW bonus and have 5 TH equivalent attacks

I hit 5/5 and got 4/5 wound rolls of 2+

4/5 intercessors dead

Then my RP who had an active fury of wolf spirits got a turn and finished the remaining intercessor

While that was going on I realized even if my warsuit hadn't been charged I could STILL have wrecked shop

We have a brand new stratagem called COUNTER CHARGE

I could have activated it and sent it 6" if needed

That is basically a mini knight running around and causing chaos

Turn 2 rolled around and we called the game. His army is dependent on drop in tricks and my build is basically a hard counter for him. I was just going to shove my warsuits into his deployment zone and drop GHs and terminators in his face.

He had nowhere to drop his army to counter so it was not worth playing out

Edited by TiguriusX
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I was sad to note that after our first battle my friend fell to chaos.

He returned to battle with a Purge and Tzeentch army that was absolutely brutal

++ Spearhead Detachment +1CP (Chaos - Chaos Space Marines) [51 PL, 743pts] ++
+ Configuration +
Legion: The Purge
+ HQ [9 PL, 170pts] +
Lord Discordant on Helstalker [9 PL, 170pts]: Baleflamer [20pts], Mark of Nurgle
. Helstalker: Techno-virus injector
+ Heavy Support [42 PL, 573pts] +
Hellforged Deredeo Dreadnought [14 PL, 198pts]: Butcher cannon array [40pts], Greater havoc launcher [21pts], Mark of Nurgle, Twin heavy bolter [17pts]
Hellforged Deredeo Dreadnought [14 PL, 198pts]: Butcher cannon array [40pts], Greater havoc launcher [21pts], Mark of Nurgle, Twin heavy bolter [17pts]
Hellforged Deredeo Dreadnought [14 PL, 177pts]: Butcher cannon array [40pts], Mark of Nurgle, Twin heavy bolter [17pts]
++ Vanguard Detachment +1CP (Chaos - Chaos Space Marines) [39 PL, 644pts] ++
+ Configuration +
Legion: The Purge
+ HQ [9 PL, 170pts] +
Lord Discordant on Helstalker [9 PL, 170pts]: Baleflamer [20pts], Mark of Nurgle
. Helstalker: Techno-virus injector
+ Elites [30 PL, 474pts] +
Hellforged Contemptor Dreadnought [10 PL, 168pts]: Mark of Nurgle, 2x Twin lascannon [80pts]
Hellforged Contemptor Dreadnought [10 PL, 168pts]: Mark of Nurgle, 2x Twin lascannon [80pts]
Hellforged Contemptor Dreadnought [10 PL, 138pts]: 2x Butcher cannon [50pts], Mark of Nurgle
++ Patrol Detachment (Chaos - Thousand Sons) [36 PL, 612pts] ++
+ Configuration +
Cults of the Legion: Cult of Magic
+ HQ [17 PL, 322pts] +
Ahriman on Disc of Tzeentch [9 PL, 166pts]: Death Hex, Glamour of Tzeentch, Infernal Gaze
Daemon Prince of Tzeentch [8 PL, 156pts]: Arcane Focus, Devastating Sorcery, Gaze of Fate, Infernal Gateway, Malefic talon [10pts], Warlord
+ Troops [3 PL, 40pts] +
Chaos Cultists [3 PL, 40pts]
. 9x Chaos Cultist w/ Autogun [36pts]
. Cultist Champion [4pts]: Autogun
+ Heavy Support [16 PL, 250pts] +
Mutalith Vortex Beast [8 PL, 125pts]
Mutalith Vortex Beast [8 PL, 125pts]
++ Total: [126 PL, 1,999pts] ++

Basically he sends the Disco lords and beasts ahead

Anything that takes a wound gets obliterated by rerolling BS2 dread guns

In addition to that he has smite artillery

The DP does extra damage on every mortal wound and has 2 AOE smite spells

If his combo goes off he does min. 4 mortal wounds to a group.

I made a slight modification to my prior list and replaced the Jump WL with Primaris Ragnar and shuffled some points on the GH around. Nothing major

Pre-game

We played Spearhead Crucible

I went first

med_gallery_49686_16298_317483.jpg

I decided to spread my HQs out and get the bonus point.

Phobos captain went with infiltrators top right. He would step out to morkai bolt then fade back every turn

I left the inquisitor on the rear objective

RP and WP behind the wall with cyberwolf company

I did NOT want to face his guns so I basically hid my warsuits as best I could behind middle LOS blocking terrain.

In hindsight this was a mistake. I need to use my invictors as a threat to push him back but instead I let him deploy forward on the wings with his dreads and he shot me anyways

I put the following in reserve

-Ragnar

-3 GHs

-Terminators

med_gallery_49686_16298_44673.jpg

He deployed aggressively knowing I wasn't coming at him

Turn 1

med_gallery_49686_16298_194982.jpg

Not much on my side...I advance the RP to the invictors and dig in to wait for my reinforcements

RP has armor of russ so he can charge in with his disco lords if he wants...I will gladly fight first

Phobos captain puts a mortal wound on ahriman just for fun

med_gallery_49686_16298_110827.jpg

His cultists fan out to prevent outflanking in the rear.

He pushes up aggressively and comes at me.

He pulses with his mutalisk beasts to activate PURGE

He wanted to nuke me with DP but realizes he is out of range. Those spells need to be in close unlike his smites

He is able to kill an invictor with one of his 4 LC dreads

He dumps some artillery somewhere but don't remember the details

Everything else is out of LOS and safe for now

Turn 2

med_gallery_49686_16298_4452.jpg

Here is where I need everything to go right

Right off the bat I failed canticle of hate
Used CP to pass

Wolf Priest advanced and got into position

I look at the board and realize I can't bring EVERYONE in where I want. Not enough space.

I am seeing where theory clashes with reality right now. Too much in reserve and can't get them where I would want.

Technically I could outflank outside his DZ but I have chosen BEHIND ENEMY LINES as a secondary and I also have no mobility after I arrive.

With 6" moves I will never make combat with his rear forces

1 GH squad finds a landing space on the top of a rear building and shoots up the cultists.

Goal was to create additional space for Ragnar and friends on Turn 3. GHs kill 7 cultists and rest fled due to morale

Terminators go mid board but not as far forward as I would like.

I pop fury of the champions and the terminators shoot Disco to death easily

I pop fury of the champions again for melee and charge with a roll of 11 into Vortex beast killing it easily with chainfists

The following sequence of screen shots is to help illustrate the POWER of Canticle of hate and how a 5" movement terminator can fly across the board

med_gallery_49686_16298_252578.jpg

Charge move

I make sure I set up the following moves by swinging wide AROUND the beast (guys are not on the roof...they are on ground floor)

med_gallery_49686_16298_53128.jpg

Pile in move

You can see me flowing PAST my melee target and setting up my plans for after combat is over

med_gallery_49686_16298_310762.jpg

Consolidation move

I consolidate into one of his LC dreads and tri-point it with the infiltrators

I unfortunately can't attack twice because his other models were outside 12" when I deployed

This was my first test run of the terminator bomb and I am happy to see it play out as I expect

med_gallery_49686_16298_326095.jpg

On his turn he pushes his remaining Disco and Beast forward

He moves his DP towards terminators and uses smites etc. to kill a few

This also activates his PURGE

He uses the purge stratagem to fire INTO my terminators despite them being in combat

With PURGE he rerolls misses and nails me with everything

I totally forget we have a new stratagem called TRANSHUMAN PHYSIOLOGY and get waxed losing a few bodies

He follows up with a charge from the DP and manages to wipe the squad

The DP rolled 5 6's that exploded into an insane amount of wounds

Ouch...not what I was expecting for the terminators.

Turn 3

med_gallery_49686_16298_175255.jpg
RP smites wounds onto the beast but keeps babysitting the objective for the bonus

My Warsuit charges his beast

Ragnar and GHs still don't have good landing spots to arrive...all that theory craft facing reality again

med_gallery_49686_16298_203384.jpg

I decide to come in where I have other units and just push as a wave

Wolf priest makes charge into the LC dread near Ragnar

Ragnar makes 12" charge and lands 19 hits on demon prince with the fury of the wild stratagem
14 wounds kill the DP

He consolidates into the LC dread...all safe in melee except for the stratagem PURGE

Only 1 of my GHs makes the succesful charge into bottom dread

I totally forget about the banner to reroll 1s...otherwise they likely make it because I had a 6 and a 1

My warsuit pounds on the beast but it survives with a few wounds

med_gallery_49686_16298_389837.jpg

I put some wounds on the dread and hug it praying for luck

med_gallery_49686_16298_59877.jpg

His turn the Disco charges into my warsuit

On his turn Ahriman smites the bejesus out of the GHs and frees up the dread

It blows away the other GHs who were going to charge in

Ragnar chops up the LC dread and the survivors move towards the gunline

Turn 4

med_gallery_49686_16298_50039.jpg

Notes are running short

I manage to get Ragnar WP and surviving GHs into combat with 2 separate dreads

Ragnar kills another using stratagem to reroll wounds because a WP is nearby

However it explodes putting wounds on him

GHs finish off the wounded dread but it ALSO explodes

I lose Ragnar and my last GHs

For the remaining turns I fall back and hide scoring only objectives but it isn't enough

Loss 27-29

My after game thoughts

I need to deploy more aggressively with warsuits when I go first

I was expecting the GHs to cause MUCH more damage than they did

The terminators died far too soon

I think I may need to tweak this because too much stuff is off the table

By coming in waves he was able to focus and wipe out instead of having target saturation

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Interesting stuff!

 

For the Terminators, would you consider dropping a few Chainfists (two or three, probably) for some Storm Shields? The added resilience there could add a lot of staying power for them without reducing their impact too much.

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Rematch!

We both made minor tweaks to our lists

I downgrade 1 GH to pure shooting

remove banner and chainfist

make it plasma

combi-plasma + SS on WGTDA PL

Upgrade intercessors to have a TH

His list (*updated with correct list)

++ Spearhead Detachment +1CP (Chaos - Chaos Space Marines) [88 PL, 1,347pts] ++

+ Configuration +

Legion: The Purge

+ HQ [18 PL, 320pts] +

Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon [10pts], Bolt pistol, Frag & Krak grenades, Impaler chainglaive, Mark of Nurgle, Mechatendrils

. Helstalker: Bladed limbs and tail, Techno-virus injector

Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon [10pts], Bolt pistol, Frag & Krak grenades, Impaler chainglaive, Mark of Nurgle, Mechatendrils

. Helstalker: Bladed limbs and tail, Techno-virus injector

+ Elites [30 PL, 414pts] +

Hellforged Contemptor Dreadnought [10 PL, 138pts]: 2x Butcher cannon [50pts], Mark of Nurgle

Hellforged Contemptor Dreadnought [10 PL, 138pts]: 2x Butcher cannon [50pts], Mark of Nurgle

Hellforged Contemptor Dreadnought [10 PL, 138pts]: 2x Butcher cannon [50pts], Mark of Nurgle

+ Heavy Support [40 PL, 613pts] +

Hellforged Deredeo Dreadnought [14 PL, 198pts]: Butcher cannon array [40pts], Greater havoc launcher [21pts], Mark of Nurgle, Twin heavy bolter [17pts]

Hellforged Deredeo Dreadnought [14 PL, 198pts]: Butcher cannon array [40pts], Greater havoc launcher [21pts], Mark of Nurgle, Twin heavy bolter [17pts]

Hellforged Scorpius [12 PL, 217pts]: Combi-bolter [2pts], Infernal hunger, Mark of Nurgle, Scorpius multi-launcher [40pts]

++ Patrol Detachment (Chaos - Thousand Sons) [37 PL, 651pts] ++

+ Configuration +

Cults of the Legion: Cult of Prophecy

+ HQ [18 PL, 361pts] +

Ahriman on Disc of Tzeentch [9 PL, 166pts]: Black Staff of Ahriman, Blades on Disc of Tzeentch, Death Hex, Frag & Krak grenades, Inferno Bolt Pistol, Prescience, Smite

Daemon Prince of Tzeentch [9 PL, 195pts]: 2. Undying Form, Diabolic Strength, Helm of the Third Eye, Malefic talon, Malefic talon [10pts], Smite, Warlord, Warptime, Wings [1 PL, 39pts]

+ Troops [3 PL, 40pts] +

Chaos Cultists [3 PL, 40pts]

. 9x Chaos Cultist w/ Autogun [36pts]: 9x Autogun

. Cultist Champion [4pts]: Autogun

+ Heavy Support [16 PL, 250pts] +

Mutalith Vortex Beast [8 PL, 125pts]: Betentacled Maw, Enormous Claws

Mutalith Vortex Beast [8 PL, 125pts]: Betentacled Maw, Enormous Claws

++ Total: [125 PL, 1,998pts] ++

Created with BattleScribe (https://battlescribe.net)

He added more artillery because he hates how I hide most of my units

He removed the LCs and put a freaking scorpius in. With ahriman casting prescience that thing was BS2

He also changed from cult of magic

His list has 5 CP...he makes it last because natural rerolls and gaze of fate is basically a CP every turn

His new cult basically gives him a fate die to help offset the low CP

Pre-game

Cut to the heart

Spearhead

I go 2nd

I was leaning against behind enemy lines b/c it forces me to outflank there

However...the map and terrain and objective placement was horrible. I felt I had no other choice

med_gallery_49686_16298_1765760.png

He deploys aggressively

I try to reduce LOS to my warsuits who are basically target practice for his S8 guns everywhere

med_gallery_49686_16298_494840.png

I keep ragnar on the board and put the inquisitor in reserve with the terminators and GHs

This might help put in perspective just how much I am keeping off the board

Turn 1

med_gallery_49686_16298_1306672.png

Ahriman moves up to 2nd level for LOS and 3 smite wounds onto infiltrators

Warp beasts fail to do anything. They are outside 9" for automatic mortal wound pulse so they did a gaze which is 3D6 4+ mortals

Artillery kills 4/5 Infiltrators

1 wound total on CW...the cyberwolf drove him crazy b/c it survived

My infiltrator helix adept passed morale so he ended with 0 kills turn 1

Turn 1B

med_gallery_49686_16298_596565.png

The warsuits move out to fight

After smite and LL and morkai bolts and invictor gunfire I had beast at 4 wounds

med_gallery_49686_16298_1424401.png

Invictor charged and wounded 4 times

Melee beast saved 3/4 wounds had 1 left...did not die

I too did not get a kill on turn 1...

Turn 2

med_gallery_49686_16298_1930575.png

He pushes hard into the middle

His severely wounded beast pulsed everyone within 18" for a mortal wound

He kills my warsuit in melee

med_gallery_49686_16298_595411.png

My warsuit explodes and does 4 wounds to Disco 3 to injured beast (killing it) and 3 to new beast

med_gallery_49686_16298_1445147.png

On my turn I have a spacing problem again

I put 2 GHs in his rear

1 plasma shooty squad

1 chainfist melee squad

med_gallery_49686_16298_2003052.png

The terminators once again drop mid board

My RP and WP are there and canticle of hate is active

I am excited lets do this!!!

I split my terminator fire

Some shots into the beast...some into the dread just inside 24"

The beast dies. WOOOO

The beast explodes....oh crap

D6 mortal wounds

He rolls 4 wounds on both the RP (dead) and WP (dead)

no more canticle of hate buff...

med_gallery_49686_16298_322793.png

Terminators roll 12 for charge anyways and kill disco lord then eat his brains for a free CP

GHs make a 9" charge with banner reroll (had 6 and 1 original roll)

I have to spend CP to fight twice but they kill a dread and touch another to prevent firing

Turn 3

med_gallery_49686_16298_951828.png

His DP moves between my GH squads

DP smites for 6 mortal wounds to wipe GHs off dread behind him

DP charges into the other GH and slaughters them

I remember to use TRANSHUMAN PHYSIOLOGY on the terminators

They take the entire firepower of his army and a charge by the disco lord in melee

I have 2 survivors when it is all done

I pay CP to keep the survivors from failing morale

med_gallery_49686_16298_17591.png

My final GH pack comes down with clear shot at the DP

They leave him with 2 wounds

I make the charge with another 6-1 and reoll into 5 (banner is a must have for this unit!)

I only manage a wound with the chainfist. His WL trait reduces damage by 1. He has a single wound remaining

He slaughters this GH unit in his return combat

His disco lord survives my terminators and slaughters them in combat

It is getting late so I surrender at this point

I have models but he has overwhelming firepower with the scorpius artillery and I can't move fast enough (6" for infantry to run his gauntlet)

Post game thoughts

That chaos list is absolutely filthy. I am taking it on the chin every time and it has made me realize I could benefit from ranged firepower

I am loving the terminator bomb b/c it does what it needs. The problem is surviving the return fire.

Need to think of better synergy to go with it

The GHs are not getting the job done. I thought they would be performing much better.

I also have to admit I am reserving too many models.

I will be going back to the drawing board to think about how to use the terminator more effectively

Edited by TiguriusX
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Interesting stuff!

 

For the Terminators, would you consider dropping a few Chainfists (two or three, probably) for some Storm Shields? The added resilience there could add a lot of staying power for them without reducing their impact too much.

I currently have 5 SS and 5 chain fists

 

I think that is just about right because I am killing big stuff in melee and 16 attacks is "just" enough

I need more focus on positioning and target saturation for them I think

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Tigurius, this is great intel. What will your next step be for the Grey Hunters?

I have a few lists I am deciding on right now

 

0 GH in any of them. Not a major change in CP because I was spending 3 of 5 to outflank anyway

 

Main replacement ideas

-Triple RP bomb for living storm D6 mortal wound and our new psyker relic

 

-Chaplain dreads for character protected BS2 LC

 

-Dual stormfangs

 

-Bring back my WS or Knight allies. WS still get army wide doctrines but knights would synergize well with my terminators arriving because 1 of them will be alive the following turn to cause havoc (I outflank my knight preceptor if I go 2nd)

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Awesome to see the old boys getting a run out. Id agree that the new update has certainly breathed some potential back into them.

 

This is a list im currently working on whilst trying to fit WGTDA in:

 

 

Batallion

 

HQ

 

Bjorn (lascannons)

Wolf Lord (JP, TH/SS, Armour of russ, Warlord/saga of hunter)

Wolf Priest (JP, wulfen stone)

 

Grey Hunter x5

Grey Hunter x5

Grey Hunter x5

 

Long Fangs x6 - 5 Lascannon

Long Fangs x6 - 5 Heavy Bolter

 

3x Rhinos

 

 

VANGUARD

 

Ajac

Njal in TDA

 

Wolf Guard x9- Jump Packs, 1xTH/SS, 6x SB/SS, 2x CS/CS

WGTDA x6 - 1x TH/SS, 5x CP/SS

WGTDA x6 - 1x TH/SS, 5x SB/SS

 

 

Ive not fully kitted the WGDT out for combat as relying more on weight of attacks (with arjac + wulfen stone nearby) and being able to pop the executioners strat to finish off tough targets. 2 Units of long fangs at the back with Bjorn, lord & priest running up the table behind 3 rhinos should hopefully provide some distraction. Going 2nd is still gonna hurt though. Thinking of swtiching the wolf lord out for ragnars reroll charges - but he'll have a harder time keeping up.

Edited by DanPesci
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I wonder if it is worth replacing the JP WL with a JP WGBL. At the moment, his buff duplicates Bjorn's. The BL would allow you to reroll 1s both to-Hit and to-Wound (as well as freeing up a few points).
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Love this idea and info. Wolf guard Terminators were, and have always been,a favorite draw for the wolves for me. I want them to be effective enough to not regret bringing. I have been fiddling back and forth for a long time with a larger squad with a mix of combos shields and chainfists. Glad they are improved these days. ...can't wait to actually play again haha.
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I have my replacement lists.  Down to 2 candidates for the pure SW version

 

Both are in the army list forum

 

I will repost details here

 

Version 1 (Ragnar and WP synergy)
Version 2 (Triple RP psychic domination)

 

Both lists operate the same mid field
 
Chaplain dreads are forward to play board control with invictors or infiltrators hiding out of LOS and preventing the opponent from shooting the dreads
 
Phobos Lord makes it harder to remove the dreads
 
Armor of Russ can be nearby as well if opponent has nasty melee units (disco lords or knight gallant charging etc.)
 
 
If nothing comes near me I have LCs firing and just hold more objectives.
 
 
If the opponent has artillery the invictors have the job of hiding and living. 
 
 
 
Version 1 (Ragnar and a WP for canticle of hate combo)
++ Supreme Command Detachment +1CP (Imperium - Space Wolves) [39 PL, 1CP, 601pts] ++
 
+ Configuration [1CP] +
 
Detachment CP [1CP]
 
+ No Force Org Slot [6 PL, 100pts] +
 
Inquisitor-Lord Hector Rex [6 PL, 100pts]: 1) Terrify, 4) Mental Interrogation, Arias, Bolt pistol, Frag & Krak grenades, Storm shield
 
+ HQ [33 PL, 501pts] +
 
Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
 
Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
 
Chaplain Venerable Dreadnought [11 PL, 167pts]: Saga of the Beastslayer, Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
. Warlord: Warlord
 
++ Battalion Detachment +5CP (Imperium - Space Wolves) [33 PL, 8CP, 620pts] ++
 
+ Configuration [8CP] +
 
Battle-forged CP [3CP]
 
Detachment CP [5CP]
 
+ HQ [18 PL, 305pts] +
 
Rune Priest [7 PL, 116pts]: 1. Living Lightning, 4. Fury of the Wolf Spirits, Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 28pts], Runic staff [8pts], Smite
 
Wolf Lord in Phobos Armour [5 PL, 99pts]: Bolt pistol, Camo cloak [3pts], Combat knife, Frag & Krak grenades, Master-crafted instigator bolt carbine [6pts], Morkai's Teeth Bolts
 
Wolf Priest [6 PL, 90pts]: 6. Canticle of Hate, Bolt pistol, Crozius arcanum, Frag & Krak grenades, Jump Pack [1 PL, 18pts], Tale of the Wolf King and the Lord of the Deeps
 
+ Troops [15 PL, 315pts] +
 
Infiltrator Squad [5 PL, 110pts]
. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
 
Infiltrator Squad [5 PL, 110pts]
. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
 
Intercessor Squad [5 PL, 95pts]: Auxiliary Grenade Launcher [1pts], Bolt rifle
. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Pack Leader [26pts]: Bolt pistol, Frag & Krak grenades, Power fist [9pts]
 
++ Vanguard Detachment +1CP (Imperium - Space Wolves) [44 PL, 1CP, 779pts] ++
 
+ Configuration [1CP] +
 
Detachment CP [1CP]
 
+ HQ [6 PL, 120pts] +
 
Ragnar Blackmane [6 PL, 120pts]: Bolt pistol, Frag & Krak grenades, Frostfang
 
+ Elites [38 PL, 659pts] +
 
Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]
 
Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]
 
Wolf Guard in Terminator Armour [26 PL, 387pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [45pts]: Chainfist [11pts], Combi-plasma [11pts]
. Wolf Guard in Terminator Armour [45pts]: Chainfist [11pts], Combi-plasma [11pts]
. Wolf Guard Pack Leader in Terminator Armour [45pts]: Chainfist [11pts], Combi-plasma [11pts]
 
++ Total: [116 PL, 10CP, 2,000pts] ++
 
Pre game buy an additional relic (usually armor of russ on RP) and additional WL trait if desired
 
You may notice I replaced the invictor flamer with the autocannons
 
I found if I got 2nd turn the invictor wasn't doing much so maybe it can join in the shooting now
 
The terminators can shoot and charge without fear thanks to Inquisitor who teleports with them and casts terrify on WC6 to shut down overwatch on a target
 
Ragnar can provide reroll charge and hit aura and WP can make the charge 7" instead of 9
 
10 terminator bodies means you can spread them out as needed to connect all the combos if ragnar needs to outflank to get there
 
 
or
 
 
Version 2-(Triple RP for D6 mortal wound living lightning combo and psychic domination)
 
 
++ Supreme Command Detachment +1CP (Imperium - Space Wolves) [39 PL, 1CP, 601pts] ++
 
+ Configuration [1CP] +
 
Detachment CP [1CP]
 
+ No Force Org Slot [6 PL, 100pts] +
 
Inquisitor-Lord Hector Rex [6 PL, 100pts]: 1) Terrify, 4) Mental Interrogation, Arias, Bolt pistol, Frag & Krak grenades, Storm shield
 
+ HQ [33 PL, 501pts] +
 
Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
 
Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
 
Chaplain Venerable Dreadnought [11 PL, 167pts]: Saga of the Beastslayer, Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
. Warlord: Warlord
 
++ Battalion Detachment +5CP (Imperium - Space Wolves) [35 PL, 8CP, 645pts] ++
 
+ Configuration [8CP] +
 
Battle-forged CP [3CP]
 
Detachment CP [5CP]
 
+ HQ [20 PL, 340pts] +
 
Njal Stormcaller in Runic Terminator Armour [8 PL, 125pts]: 1. Living Lightning, 5. Storm Caller, 6. Jaws of the World Wolf, Bolt pistol, Nightwing, Psychic hood, Runic Terminator armour, Staff of the Stormcaller
 
Rune Priest [7 PL, 116pts]: 1. Living Lightning, 4. Fury of the Wolf Spirits, Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 28pts], Runic staff [8pts], Smite
 
Wolf Lord in Phobos Armour [5 PL, 99pts]: Bolt pistol, Camo cloak [3pts], Combat knife, Frag & Krak grenades, Master-crafted instigator bolt carbine [6pts], Morkai's Teeth Bolts
 
+ Troops [15 PL, 305pts] +
 
Infiltrator Squad [5 PL, 110pts]
. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
 
Infiltrator Squad [5 PL, 110pts]
. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
 
Intercessor Squad [5 PL, 85pts]: Bolt rifle
. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Pack Leader [17pts]: Bolt pistol, Chainsword, Frag & Krak grenades
 
++ Vanguard Detachment +1CP (Imperium - Space Wolves) [44 PL, 1CP, 754pts] ++
 
+ Configuration [1CP] +
 
Detachment CP [1CP]
 
+ HQ [6 PL, 101pts] +
 
Rune Priest in Phobos Armour [6 PL, 101pts]: 3) Temporal Corridor, 5) Tenebrous Curse, Bolt pistol, Camo cloak [3pts], Frag & Krak grenades, Runic sword [8pts], Smite
 
+ Elites [38 PL, 653pts] +
 
Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]
 
Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]
 
Wolf Guard in Terminator Armour [26 PL, 381pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
. Wolf Guard Pack Leader in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
 
++ Total: [118 PL, 10CP, 2,000pts] ++
 
The chainfists are downgraded to PFs
Intercessor is bare bones
No ragnar or wolf priest so less charge synergy
 
However...full psychic power engaged
4 psykers including phobos tricks
 
If I get first turn I can use SHROUD on an infiltrator to make it impossible to shoot and hard counter artillery lists.
 
I also have tenebrous curse and jaws (this combo can pick targets instead of closest if I need to assassinate an HQ)
I can also use the talisman of the storm relic with smite and a living storm stratagem as a follow up (D3 mortal wounds and a pulse with 4+ to mortal wound all within 12" followed by D6 jumping mortals if I kill the target)
 
If I need to shut down a psychic enemy I grab the wolf tail talisman and have Hector Rex nearby (he has 3 denies by himself)
 
I ran a triple RP list in league last year and called it the buzz saw.  Mid to late game it chews through anything and does not require much CP if any to keep up the momentum
 
However...it is subject to the fates of bad dice rolls as well
 
 
This list sacrifices assault tricks though.  No reroll or lowering the distance to charge
No combat monster in Ragnar either (RP with fury of the wolf spirits is no slouch though)
 
 
Need to find time for field testing then I can report back
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I took the Runic Terminators out for a spin.

They had a stroll through a chaos army with 3 leviathans and demon princes.

His list (Death Guard and Emperor's Children)

++ Battalion Detachment +5CP (Chaos - Death Guard) [84 PL, 1,491pts] ++
+ HQ [15 PL, 243pts] +
Sorcerer [6 PL, 88pts]: Bolt pistol, Force sword [8pts], Frag & Krak grenades, Smite
Typhus [9 PL, 155pts]: Blight Grenades, Master-crafted manreaper, Smite, The Destroyer Hive
+ Troops [9 PL, 150pts] +
Poxwalkers [3 PL, 50pts]
. 10x Poxwalker [50pts]: 10x Improvised weapon
Poxwalkers [3 PL, 50pts]
. 10x Poxwalker [50pts]: 10x Improvised weapon
Poxwalkers [3 PL, 50pts]
. 10x Poxwalker [50pts]: 10x Improvised weapon
+ Elites [12 PL, 231pts] +
Foul Blightspawn [4 PL, 77pts]: Blight Grenades, Krak grenades, Plague sprayer
Foul Blightspawn [4 PL, 77pts]: Blight Grenades, Krak grenades, Plague sprayer
Foul Blightspawn [4 PL, 77pts]: Blight Grenades, Krak grenades, Plague sprayer
+ Heavy Support [48 PL, 867pts] +
Hellforged Leviathan Dreadnought [16 PL, 289pts]: 2x Butcher cannon array [80pts], 2x Hellflamer [34pts]
Hellforged Leviathan Dreadnought [16 PL, 289pts]: 2x Butcher cannon array [80pts], 2x Hellflamer [34pts]
Hellforged Leviathan Dreadnought [16 PL, 289pts]: 2x Butcher cannon array [80pts], 2x Hellflamer [34pts]
++ Supreme Command Detachment +1CP (Chaos - Chaos Space Marines) [27 PL, 495pts] ++
+ Configuration +
Legion: Emperor's Children
+ HQ [27 PL, 495pts] +
Daemon Prince with Wings [9 PL, 165pts]: 6. Loathsome Grace, Intoxicating Elixir, Malefic talon, Malefic talon [10pts], Warlord, Wings [1 PL, 9pts]
. Slaanesh: Smite
Daemon Prince with Wings [9 PL, 165pts]: Malefic talon, Malefic talon [10pts], Wings [1 PL, 9pts]
. Slaanesh: Smite
Daemon Prince with Wings [9 PL, 165pts]: Malefic talon, Malefic talon [10pts], Wings [1 PL, 9pts]
. Slaanesh: Smite
++ Total: [111 PL, 1,986pts] ++

When we send each other lists we always share the "secret" or gimmick behind the design.

His list is about psycho demon princes who always attack first.

I told him we have saga of the warrior with the same rule that nobody uses b/c it isn't as good as it sounds

He takes his to the next level with a combos adding blight spawn who makes everyone within 7" not attack first, even if they charged. Emperor children always fight first.

This makes his demon princes fight first all the time....and they are nasty in melee.

The 2nd part of his combo is hiding his demon prince behind a leviathan and heroically intervening if anyone comes close.

He has 3 identical squads to pull off this trick.

After reviewing his list I told him I wasn't afraid of the demon princes but those dreadnoughts had me concerned

My list-Runic Terminators

++ Supreme Command Detachment +1CP (Imperium - Space Wolves) [39 PL, 1CP, 601pts] ++
+ Configuration [1CP] +
Detachment CP [1CP]
+ No Force Org Slot [6 PL, 100pts] +
Inquisitor-Lord Hector Rex [6 PL, 100pts]: 1) Terrify, 4) Mental Interrogation, Arias, Bolt pistol, Frag & Krak grenades, Storm shield
+ HQ [33 PL, 501pts] +
Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
Chaplain Venerable Dreadnought [11 PL, 167pts]: Saga of the Beastslayer, Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
. Warlord: Warlord
++ Battalion Detachment +5CP (Imperium - Space Wolves) [35 PL, 8CP, 645pts] ++
+ Configuration [8CP] +
Battle-forged CP [3CP]
Detachment CP [5CP]
+ HQ [20 PL, 340pts] +
Njal Stormcaller in Runic Terminator Armour [8 PL, 125pts]: 1. Living Lightning, 5. Storm Caller, 6. Jaws of the World Wolf, Bolt pistol, Nightwing, Psychic hood, Runic Terminator armour, Staff of the Stormcaller
Rune Priest [7 PL, 116pts]: 1. Living Lightning, 4. Fury of the Wolf Spirits, Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 28pts], Runic staff [8pts], Smite
Wolf Lord in Phobos Armour [5 PL, 99pts]: Bolt pistol, Camo cloak [3pts], Combat knife, Frag & Krak grenades, Master-crafted instigator bolt carbine [6pts], Morkai's Teeth Bolts
+ Troops [15 PL, 305pts] +
Infiltrator Squad [5 PL, 110pts]
. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Infiltrator Squad [5 PL, 110pts]
. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Intercessor Squad [5 PL, 85pts]: Bolt rifle
. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Pack Leader [17pts]: Bolt pistol, Chainsword, Frag & Krak grenades
++ Vanguard Detachment +1CP (Imperium - Space Wolves) [44 PL, 1CP, 754pts] ++
+ Configuration [1CP] +
Detachment CP [1CP]
+ HQ [6 PL, 101pts] +
Rune Priest in Phobos Armour [6 PL, 101pts]: 3) Temporal Corridor, 5) Tenebrous Curse, Bolt pistol, Camo cloak [3pts], Frag & Krak grenades, Runic sword [8pts], Smite
+ Elites [38 PL, 653pts] +
Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]
Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]
Wolf Guard in Terminator Armour [26 PL, 381pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
. Wolf Guard Pack Leader in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
++ Total: [118 PL, 10CP, 2,000pts] ++

For my relic I grabbed the wolf tail talisman on the phobos RP and ditched armor of russ.

I am going all in with psychic fighting and the last thing I need is him to death hex my terminator shield wall or something else crazy with psyker powers on his triple princes

Having a flexible relic choice is a huge help

Pre game

We pick our traits and spells

WL Green-Warptime

Orange-Diabolic Strength
Blue-Death Hex
Typhus-vitality
Sorceror-Miasma + Vitality
Inquisitor-Terrify + Castigation
Njal-LL + Storm caller + Jaws
Phobos-Tenebrous + Mindraid
Jump RP-LL + Fury of Wolf
I lose the pre game roll and am forced to defend
We roll and end up playing Mission 3 Nexus Control
I select Hammer and Anvil to give me better hiding spots and keep his dreads away
My Secondary
-Headhunter
-Engineer
-Big Game Hunter
Intercessor
Infiltrators with orange pads
His secondary
-Headhunter
-Engineer
-Old school
*So my updated list messed up one of the things he had been using against me in prior test matches
He wanted to do marked for death but my infiltrators are no longer high enough because I removed the helix adepts
He went old school instead and i was able to null deploy and deny him first strike
med_gallery_49686_6333_1236725.png
He splits his DPs into a grouping of 2 and 1
He does another pre-game to boost his prince WL even further
2CP Drink A+1 on Warlord (green)
med_gallery_49686_6333_762737.png
I respond by castling up in the corner where my LCs can fire freely.
My warsuits are in the FAR back approx. 45" away from his closest leviathan because he can walk 8 and shoot 36
This is 1 change I was happy for...I invested in the autocannons to give my warsuits something to contribute if I do NOT go first.
When I play defensive they now have a 48" autocannon to contribute
gallery_49686_6333_463661.png
Terminators + Rex in reserve
i decided to put Njal and RP there as well because it was getting crowded hiding in that corner building

Turn 1

med_gallery_49686_6333_586554.png

Turn 1A
He advanced because no targets in range
med_gallery_49686_6333_2025693.png
Turn 1B
I don't move and open fire.
Not much to report
I drop his leviathan to 8 wounds remaining and he used one of his CP to reroll an armor save
Nobody gets a kill turn 1 and he holds more
Turn 2
med_gallery_49686_6333_1168542.png
Turn 2A
My warsuit saves all wounds from Leviathan 1 (think it was 6 rolls all 4+)
However, it takes 8 damage (4 failed wounds) from Leviathan 2
Leviathan 3 is out of range to fire by 1"
he declines to charge a prince at me
med_gallery_49686_6333_118255.png
Turn 2B
I move into firing position and drop everything from reserves
I plan to wipe out his isolated formation then wheel and focus on his remaining forces
Time for the psychic buzz saw to go to work
Rex smites on 6
Denied using CP
Castigation does 1 MW
Tenebrous Curse succeeds
I mind raid his prince and steal a CP but perils in the process
Njal rolls 1-1 for jaws but CP into a 6-1
I roll a 7 and cause 4 MW on the leviathan because it was at tier 2 from all the prior damage (5 movement) and cut in half from the curse (3 movement)
*error...jaws can't be used on vehicles*
Leviathan has 2 wounds remaining
Njal smites leviathan to death
*I made a MASSIVE mistake here. I should have used the D6 LL stratagem and bounced it into his other stuff. Need to sharpen my skills for this list in the future
I cast everything remaining and the Prince has 6 wounds remaining after all spells
Shooting phase
I need to choose carefully and try to get my warlord to complete his saga.
Invictor does 3 wounds dropping prince to 3.
I decide it is worth it for the WL to fire.
WL kills the prince to activate his beastslayer aura!! This will be huge in future turns. I basically have full reroll to hit and reroll to wound on my LCs now.
Terminators erase Blightspawn (we didn't even bother rolling)
Turn 3
med_gallery_49686_6333_551203.png
Sorry for the bad screen shot I didn't realize a tool tip came up
Turn 3A
He moved 1 prince behind a wall in close and kept the other with his 2 leviathans.
They have finally reached optimal firing position
He gets diabolic strength with CP reroll and I can't deny his 10
Leviathan 1 kills 4 terminators despite transhuman physiology
Leviathan 2 decides to shoot my invictor and I take 3 wounds for 6 damage total
med_gallery_49686_6333_190828.png
Turn 3B
My chaplain dreads don't bother moving
Phobos lord moves to give his aura to dreads AND terminators
My psykers move forward to line up the leviathan
Phobos RP rolls 12 for super smite but only gets 1 MW even after using a CP reroll
It also causes my 2nd perils and I drop down to 1 wound remaining
After all spells his Leviathan has 9 wounds left
However this time Stormcaller and Fury are up. Stormcaller would have been huge last turn to keep terminators alive. Butcher cannons are only AP1
In the shooting phase my terminators unload plasma and drop the leviathan to 3 wounds with plasma
I activate one of the dreads and a LC needs a CP reroll of damage but I kill leviathan 1
I drop leviathan 2 to 3 wounds with remaining guns in my army and am happy it is crippled
Turn 4
med_gallery_49686_6333_90005.png
Turn 4A
His turn he moves princes up close
Prince 1 basically charges everything within 12
Prince 1 takes 4 wounds from terminators on the charge and rolls a 12.
med_gallery_49686_6333_294573.png
He decides to focus on Inquisitor Hector Rex who was 11" away
The demon prince has 9 or so attacks with all his buffs and puts them all on the inquisitor.
Inquisitor Hector Rex has a storm shield and hates chaos. He saves 6/6 talons
Prince 2 kills Njal
At this point my opponent concedes
We play it out mentally and see I would wipe Prince 1 in melee retaliation (he only had 4 wounds left)
I would smite Prince 2 away and shoot up his leviathan then take the objectives shortly after
Final thoughts
Oh I forgot how fun the Runic army is to play.
I have less melee in this version but I feel it has much greater flexibility and superior firepower.
My terminator bomb is awesome. Spend 1 CP...point plasma at something and erase things
Now it serves an additional role as psyker bodyguard and has even more value to me.
Space Wolves have some nasty psyker output when we invest in it. I basically chewed through 2 leviathan dreadnoughts with mostly psykers.
*error...jaws can't be used on vehicles*
If an opponent has no artillery that ignores LOS my list has the tricks to cause problems.
In this match it forced him to approach me or just be picked off at 48" by my units.
I am very happy with how my list performed when forced to go 2nd.
It should have even more power when I go 1st because the invictors get to shove their fist in someone's face hitting on 2s.
Edited by TiguriusX
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Love this experience info. I have wanted to do similar for a long time. Though I've never really considered chaplain dreads.

Thank you again for the write ups. (I may have bought that second squad of infiltrators I was considering, over the weekend)

Edited by theprophetofwar
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Where do you get the combi-plasma guns for your terminators?

That is actually the hard part for when quarantine ends.

 

I have a bunch of shapeways combi plasma magnetized at the wrist I usually put on non terminators.

 

But I need to chop some arms off at the wrist first or buy custom arms to make it work with my terminators

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The forces of Russ participate in a training exercise with their friends the Blood Angels
His army
Blood Angel air force
3 stormravens
2 each carrying 5 DC an HQ and a relic contemptor dread
3rd carrying 5 DC and librarian dread
That is the core of his list....get in close and go blood angel melee crazy
++ Battalion Detachment +5CP (Imperium - Blood Angels) [84 PL, 1,175pts] ++
+ Configuration +
**CHAPTER**: Blood Angels
+ HQ [19 PL, 325pts] +
Lemartes [5 PL, 100pts]: 6. Canticle of Hate, Bolt pistol, Frag & Krak grenades, Invocation of Destruction, Jump Pack, The Blood Crozius
Librarian Dreadnought [9 PL, 142pts]: 1. Quickening, 2. Artisan of War, 6. Wings of Sanguinus, Furioso fist [30pts], Furioso force halberd, Smite, Storm bolter [2pts], Warlord
Lieutenants [5 PL, 83pts]
. Lieutenant [5 PL, 83pts]: Bolt pistol, Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 18pts], Power axe [5pts], Quake Bolts
+ Troops [12 PL, 165pts] +
Scout Squad [4 PL, 55pts]
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
Scout Squad [4 PL, 55pts]
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
Scout Squad [4 PL, 55pts]
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades
+ Elites [53 PL, 685pts] +
Death Company [9 PL, 115pts]: Jump Pack [1 PL, 15pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
Death Company [9 PL, 115pts]: Jump Pack [1 PL, 15pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
Death Company [9 PL, 115pts]: Jump Pack [1 PL, 15pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
Relic Contemptor Dreadnought [13 PL, 170pts]
. Dreadnought melee weapon [30pts]: Dreadnought combat weapon [15pts], Graviton blaster [15pts]
. Dreadnought melee weapon [30pts]: Dreadnought combat weapon [15pts], Graviton blaster [15pts]
Relic Contemptor Dreadnought [13 PL, 170pts]
. Dreadnought melee weapon [30pts]: Dreadnought combat weapon [15pts], Graviton blaster [15pts]
. Dreadnought melee weapon [30pts]: Dreadnought combat weapon [15pts], Graviton blaster [15pts]
++ Air Wing Detachment +1CP (Imperium - Blood Angels) [45 PL, 825pts] ++
+ Configuration +
**CHAPTER**: Blood Angels
+ Flyer [45 PL, 825pts] +
Stormraven Gunship [15 PL, 275pts]: 2x Stormstrike missile launcher [42pts], Twin heavy bolter [17pts], Twin heavy plasma cannon [24pts]
Stormraven Gunship [15 PL, 275pts]: 2x Stormstrike missile launcher [42pts], Twin heavy bolter [17pts], Twin heavy plasma cannon [24pts]
Stormraven Gunship [15 PL, 275pts]: 2x Stormstrike missile launcher [42pts], Twin heavy bolter [17pts], Twin heavy plasma cannon [24pts]
++ Total: [129 PL, 2,000pts] ++
My list
Runic terminators again
I decided to try the talisman of storms relic on my phobos RP
Did NOT pay for an extra WL trait
++ Battalion Detachment +5CP (Imperium - Space Wolves) [54 PL, 8CP, 906pts] ++
+ Configuration [8CP] +
Battle-forged CP [3CP]
Detachment CP [5CP]
+ No Force Org Slot [6 PL, 100pts] +
Inquisitor-Lord Hector Rex [6 PL, 100pts]: 1) Terrify, 6) Castigation, Arias, Bolt pistol, Frag & Krak grenades, Storm shield
+ HQ [33 PL, 501pts] +
Chaplain Venerable Dreadnought [11 PL, 167pts]: Saga of the Beastslayer, Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
. Warlord: Warlord
Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]
. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]
+ Troops [15 PL, 305pts] +
Infiltrator Squad [5 PL, 110pts]
. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Infiltrator Squad [5 PL, 110pts]
. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Intercessor Squad [5 PL, 85pts]: Bolt rifle
. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Pack Leader [17pts]: Bolt pistol, Frag & Krak grenades
++ Supreme Command Detachment +1CP (Imperium - Space Wolves) [21 PL, , 342pts] ++
+ Configuration [1CP] +
Detachment CP [1CP]
+ Stratagems [-1CP] +
Trophies of Fenris [-1CP]: Trophies of Fenris - 1 Extra Relic [-1CP]
+ HQ [21 PL, 342pts] +
Njal Stormcaller in Runic Terminator Armour [8 PL, 125pts]: 1. Living Lightning, 5. Storm Caller, 6. Jaws of the World Wolf, Bolt pistol, Nightwing, Psychic hood, Runic Terminator armour, Staff of the Stormcaller
Rune Priest [7 PL, 116pts]: 1. Living Lightning, 4. Fury of the Wolf Spirits, Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 28pts], Runic staff [8pts], Smite
Rune Priest in Phobos Armour [6 PL, 101pts]: 5) Tenebrous Curse, 6) Mind Raid, Bolt pistol, Camo cloak [3pts], Frag & Krak grenades, Runic sword [8pts], Smite, Wolf Tail Talisman
++ Vanguard Detachment +1CP (Imperium - Space Wolves) [43 PL, 1CP, 752pts] ++
+ Configuration [1CP] +
Detachment CP [1CP]
+ HQ [5 PL, 99pts] +
Wolf Lord in Phobos Armour [5 PL, 99pts]: Bolt pistol, Camo cloak [3pts], Combat knife, Frag & Krak grenades, Master-crafted instigator bolt carbine [6pts], Morkai's Teeth Bolts
+ Elites [38 PL, 653pts] +
Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]
Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]
Wolf Guard in Terminator Armour [26 PL, 381pts]
. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]
. Wolf Guard Pack Leader in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]
++ Total: [118 PL, 9CP, 2,000pts] ++
Pre-game
We rolled a d6 and played ITC Nexus mission
My stuff
WL trait-Saga of beastslayer
Relic-Morkai bolts
1 CP extra relic
Talisman of storms on primaris
His stuff
WL trait-Artisan of war (Dreadnought)
Relic-Special sarcaphogus (+6 inch range spells and reroll 1 dice for test or deny)
1 CP extra relic
Quake bolts for LT
NEXUS CONTROL
I take first turn hoping to shoot down some flyers
He chooses Vanguard strike and we laugh because we never use it but terrain matches what he wants
My secondary
BGH
Behind
Old school
His
Recon
Old school
HH
Deployment
med_gallery_49686_16298_188335.jpg
med_gallery_49686_16298_221914.jpg
His flyer army provides some challenges.
I can't hide behind a wall as normal because flyer movement will bypass it for clear shots at my dreads
My infiltrators don't prevent him from flying so I can't use them to screen either.
Although he can't really kill a chappie dread with storm raven fire power my regular HQs are all in trouble
I put my chappies mid field to respond to either direction he goes
I send my infiltrators out to take terrain and deny it to his scouts. I can claim the bonus turn 1 by deploying aggressively as well.
I put 1 invictor midfield
I realize I have nothing in the rear to grab my easy objective and decide to leave an invictor there
I didn't want to use intercessors because I figure a storm raven can do a fly by and erase my rear guard too easy
*in hindsight I am curious what would have happened if I just said BLITZ and lined up everything to erase his scouts and force a loss for no boots on the ground
I also could have placed my chappie dreads further to the right and prevented him from using middle LOS blocking on me
med_gallery_49686_16298_113174.jpg
I put all my deep strike capable HQs in reserve along with my terminators
med_gallery_49686_16298_204551.jpg
He is NOT happy with the board options. I have zoned out his scouts and forced them to hide deep in his DZ.
He is able to hide most of his flyers from me as well
Turn 1
med_gallery_49686_16298_368768.jpg
Turn 1A
We have lots of discussion on LOS for the chappies before I move anything
After some back and forth we agree I can line up all 3 to shoot a flyer using the narrow alley in the middle.
I have to move 2/3 chappies to get LOS but I am fine with it
I am lazy and don't have infantry hug walls or hide much elsewhere
My invictor faked a rush and instead falls back near my chappies to make it harder for flyers to get free shots
Intercessors advance off the line and make it to objective 2 securing me the bonus point on turn 1
Flyers are too far away to hit with morkai bolts so my Phobos WL falls back against the wall to give rerolls to chappies
My Phobos RP was an afterthought and I shove him near wall but he is exposed because I didn't move the intercessors with screening in mind
I fire first with the chappie that didn't move needing 3s. He hits and wounds with both LCs
Thanks to the lovely devastator doctrine the 3+ flyer gets no save
I love these little boosts we didn't have before
The LCs cause 8 damage
I decide it is time for my WL to achieve his saga
I pop keen senses to negate the moving and flyer penalty and need 2's to hit
WL hits and wounds with both LCs
I need 2s to wound (S9 v T7 and saga of the beast slayer giving +1 is sweeeeet)
I do 8 more damage killing flyer 1 and activating the WL aura (oh yaaaaaaaa)
med_gallery_49686_16298_121396.jpg
Lemartes, a dread and his DC disembark but the flyer does not explode
2 DC die in the crash
I can't do much else but I have killed 1/3 flyers which are my #1 priority and I got first strike so I am happy enough
med_gallery_49686_16298_64240.jpg
Turn 1B
His WL librarian dread gets off the flyer and moves
Flyer 2 goes to assassinate my phobos RP and flies directly over my chappie dreads
Flyer 3 heads to the corner near my infiltrators
His first flyer puts plasma and HBs into my RP and missiles into my WL
He kills the phobos RP easily...so much for the talisman of storms experiment LOL
He only does 2 damage to my chappie WL (FNP stopped one)
His other flyer blows my intercessors holding objective 2 off the board
Meanwhile on the other side of the board...
In his psychic phase his WL librarian dread casts wings and flies even closer to my infiltrators sitting on objective 1
He also casts something giving him more attacks etc.
Basically if he makes melee those infiltrators are toast.
Overwatch takes 1 wound off the Librarian
He makes his charge easily
I debated using transhuman physiology but he has a ton of attacks so I declined
He had 10 attacks hitting on 2 wounding on 2
He ended up with 7 hits
He also rolled 1-1-1-2-3-3-4 for wounds
Used a CP to get 5th wound and wipe squad
If I had used my CP squad doesn't die and give up objective or hold more...probably a move I should make in a higher level of competition type game
med_gallery_49686_16298_155647.jpg
He consolidates onto the objective
This gives him kill more and hold more because I have lost my intercessors on objective 2 as well
Turn 2
Turn 2 has been officially named Party time!!!
This is when all my fun stuff needs to arrive with careful planning
We have a hilarious what the heck moment with each other.
I kept asking if he confirmed LOS from my chappies to his dread up top
He just seems confused and is like dude what the heck are you thinking no.
gallery_49686_16298_24793.jpg
This is what he sees and texts me a picture
med_gallery_49686_16298_353292.jpg
This is what I see
I see barbed wire and no wall
We took pictures with our phones and texted each other
It is HILARIOUS...I am laughing and saying ya dude you are 100% right no wonder you sound confused as F at my questions
I realize the building has 1 wall only on my screen and makes no sense. Tell him ya not firing at dread at all
So instead I decided i would erase his flyers and create a unified front to face what survives
med_gallery_49686_16298_459863.jpg
I dropped terminators in rapid fire range of a flyer and daisy chained to get reroll and beast slayer buffs
I dropped my jump RP on objective 2 behind the terminator shield wall
I am confident his 2 flyers will be dead and he can't move to assassinate my characters anymore
I think long and hard then drop Njal and Inquisitor Rex in his far back corner
I need behind enemy lines and I can't use living storm now that I am down a RP
I have placed my terminators in a bad spot and may not get there soon...so I am sacrificing them to score a point and pick off some easy scouts at the same time
In the psychic phase Rex and Njal unleash and kill BOTH scouts to blow them off his objective and get me Behind enemy lines
2 smites
Castigate
Living lightning
The buzz saw in action
I pop keen senses and fury of the champions on the terminators
I fire overcharged plasmas AND bolters for everyone in range
Terminators get 7 rapid fire 1 regular shot at the flyer
Hitting on 2s rerolling
Plasma wounding on 2s
Bolters wounding on 4s
Saga of the beast slayer aura baby!
med_gallery_49686_16298_142491.jpg
Plasma causes 13 unsavable wounds (thanks tactical doctrine!!!) and kill Flyer 3
2 DC die in the crash again and the rest hug the board edge
It takes me all 3 chappies PLUS 1 warsuit to kill last flyer
It had 1 wound before i used last chaplain LC combo I was hoping to save to kill the dread that would pop out
Joke was on me b/c that was the one flyer with no dread (his WL already hopped out)
5 DC are all set to get hosed down by my 1 remaining Warsuit
FNP stopped 4 damage (including both autocannon wounds...it does D2 and he rolled 6-6 to be the last man standing)
1 DC survives...

We agree the one that lived must have been a legend of a BA Captain before he went beserk or something
If I had remembered no dread inside I would have had 2 warsuits free to fire and he would definitely be wiped out
Turn 2B
med_gallery_49686_16298_380067.jpg
He uses a stratagem to deploy Lemartes to my back corner (bottom right and highlighted for you)
He is going to charge my warsuit off the objective
med_gallery_49686_16298_190524.jpg
His 3 DC move up close to my terminator wall and hope to jump over to kill the RP
I take an action cam shot just for the heck of it
His nearby dread tries to back away but has no escape from the terminator fury coming his way
med_gallery_49686_16298_233495.jpg
He sends his other dread back to his corner to hunt down Njal and Inquisitor Rex
He also advances a 3 man DC to the objective
His WL librarian dread decides to camp the objective safely behind the wall instead of coming out to fight
smart move because it scores an objective...denies me a WL kill and helps him with recon points
He fires into Njal with dread
Uses CP to get 3 wounds
I fail 2/3 saves and take 4 damage total (2HP remaining)
His other dread kills 1 SS terminator after making 3/4 saves
I did NOT use transhuman physiology because he only has a S5 gun
Death company put 1 wound on another SS terminator
His dread makes his charge into Njal and Inquisitor Rex by rolling exactly what he needed
DC roll 4 for their charge
He CPs his reroll but still fails
Lemartes uses a stratagem for 3D6 charge
He fails his first roll but gets it with the DC reroll
I land 2 AC and 1 HB in overwatch with my Warsuit
I failed to wound with 1 AC...this might kill him so I use a CP but fail the wound again
After FNP Lemartes has 2 wounds remaining
med_gallery_49686_16298_61000.jpg
With his charging done I spend CP for the counter charge stratagem using my terminators
I get 6" heroic intervention and go into his DC moving closer to his dread and LT behind and hoping I am closer to my ultimate goal of behind enemy lines
His dread kills Njal in combat
Lemartes has 8 S7 attacks on Warsuit
Lands 5 wounds
Warsuit takes 15 damage
Did I forget to mention he had Mantra of Strength active? That +1 damage per attack is insane
Rex puts 2 damage on dread (down to 10)
We don't even roll for my terminators and just remove the DC
Terminators consolidate another 3 inches (my 5" moving unit just got 9 free inches of movement if you were paying attention)
Turn 3
gallery_49686_16298_13277.jpg
Turn 3A
The Lemartes move was unexpected so i split my forces to deal with him
1 chaplain moves to line up the single DC blocking Lemartes
The warsuit moves into position to delete Lemartes after
My other chappies advance midfield because I have no shot
The terminators and jump RP close in on his LT and dread
Rex smites (double 1 CP reroll to a 6-1) and castigates for 3 total damage on the Dread
My chappie kills last DC with shooting
Warsuit kills Lemartes
At this point we stop rolling dice and talk it out
We agree my terminators will plasma kill his dread and then charge and kill his nearby LT
We roll for his dread v Inquisitor Rex
Dread only drops Rex to 2 HP and he lives
med_gallery_49686_16298_12325.jpg
After top of turn 3 is over my terminators are all behind enemy lines and he agrees nothing left alive will stop them
We both agree there is nothing left to do so he concedes after killing Inquisitor Rex in melee
Recap and final thoughts
med_gallery_49686_16298_389186.jpg
This was the score after turn 3
We agreed I would run away with it from this point on but I like showing score so you can see the flow turn by turn
I am really enjoying the runic terminators list and think I may have found my official tournament groove to use when the pandemic is over
PROS
Going first against his flyers was HUUUUUGE
The primaris vanguard forces I have can make a major difference when going first to control the tempo
I have 6 units I can put outside my DZ
-2 warsuits
-2 infiltrators
-Phobos RP
-Phobos WL
The warsuits especially just create a huge distraction that must be dealt with
The infiltrators basically removed his scouts as a factor by taking the good terrain
I know I pay extra points for infiltrators but they are sooooo tactically flexible I absolutely love them
The terminators were once again simply awesome.
You should all be using this trick now...the only downside is the high point cost
They delete with high reliability
CONS
I was lazy and had positioning mistakes. Part of me says that is b/c the interface can be clunky when near buildings and walls so i hope in real life I would be moving more accurately.
Edited by TiguriusX
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Space Wolves v Blood Angel armor transport


His list


++ Battalion Detachment +5CP (Imperium - Blood Angels) [123 PL, 10CP, 1,998pts] ++


+ Configuration [13CP] +


**CHAPTER**: Blood Angels


Battle-forged CP [3CP]


Detachment CP [5CP]


Detachment CP [5CP]


+ Stratagems [-1CP] +


Armoury of Baal [-1CP]: 1 Additional Relic [-1CP]


+ No Force Org Slot [6 PL, 116pts] +


Ordo Malleus Inquisitor in Terminator Armour [6 PL, 116pts]: Malleus - Psychic Mastery, Nemesis Daemon Hammer [18pts], Psycannon [7pts], Psyk-out grenades, Smite


+ HQ [22 PL, -2CP, 409pts] +


Captain [6 PL, -1CP, 105pts]: Bolt pistol, Death Visions of Sanguinius [-1CP], Frag & Krak grenades, Jump Pack [1 PL, 19pts], Master-crafted boltgun [3pts], Relic blade [9pts]


Captain [6 PL, -1CP, 105pts]: Bolt pistol, Death Visions of Sanguinius [-1CP], Frag & Krak grenades, Jump Pack [1 PL, 19pts], Master-crafted boltgun [3pts], Relic blade [9pts]


Captain in Phobos Armour [5 PL, 99pts]: Bolt pistol, Camo cloak [3pts], Combat knife, Frag & Krak grenades, Master-crafted instigator bolt carbine [6pts], Quake Bolts


Lemartes [5 PL, 100pts]: 6. Canticle of Hate, Bolt pistol, Frag & Krak grenades, Invocation of Destruction, Jump Pack, The Blood Crozius


+ Troops [26 PL, 390pts] +


Intercessor Squad [5 PL, 85pts]: Bolt rifle

. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades

. Intercessor Sergeant [17pts]: Bolt pistol, Frag & Krak grenades


Intercessor Squad [5 PL, 85pts]: Bolt rifle

. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades

. Intercessor Sergeant [17pts]: Bolt pistol, Frag & Krak grenades


Scout Squad [4 PL, 55pts]

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades


Scout Squad [4 PL, 55pts]

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades


Scout Squad [4 PL, 55pts]

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades


Scout Squad [4 PL, 55pts]

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades

. Scout Sergeant [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades


+ Elites [40 PL, 564pts] +


Company Veterans [3 PL, 36pts]

. Space Marine Veteran [18pts]: Frag & Krak grenades, Storm bolter [2pts], Storm shield [2pts]

. Veteran Sergeant [18pts]: Frag & Krak grenades, Storm bolter [2pts], Storm shield [2pts]


Death Company [18 PL, 230pts]: Jump Pack [2 PL, 30pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]

. Death Company Marine [20pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]


Death Company [9 PL, 138pts]: Jump Pack [1 PL, 15pts]

. Death Company Marine [31pts]: Frag & Krak grenades, Thunder hammer [16pts]

. Death Company Marine [31pts]: Frag & Krak grenades, Thunder hammer [16pts]

. Death Company Marine [31pts]: Frag & Krak grenades, Thunder hammer [16pts]

. Death Company Marine [15pts]: Frag & Krak grenades

. . Bolt pistol and chainsword: Bolt pistol, Chainsword

. Death Company Marine [15pts]: Frag & Krak grenades

. . Bolt pistol and chainsword: Bolt pistol, Chainsword


Reiver Squad [5 PL, 80pts]: Bolt carbine

. 4x Reiver [64pts]: 4x Frag & Krak grenades, 4x Heavy bolt pistol, 4x Shock grenades

. Reiver Sergeant [16pts]: Bolt carbine, Frag & Krak grenades, Heavy bolt pistol, Shock grenades


Reiver Squad [5 PL, 80pts]: Bolt carbine

. 4x Reiver [64pts]: 4x Frag & Krak grenades, 4x Heavy bolt pistol, 4x Shock grenades

. Reiver Sergeant [16pts]: Bolt carbine, Frag & Krak grenades, Heavy bolt pistol, Shock grenades


+ Heavy Support [21 PL, 325pts] +


Land Raider Achilles [21 PL, 325pts]: Quad launcher [45pts], 2x Twin multi-melta [80pts]


+ Dedicated Transport [8 PL, 194pts] +


Impulsor [4 PL, 97pts]: 2 Storm Bolters [4pts], Shield Dome [18pts]


Impulsor [4 PL, 97pts]: 2 Storm Bolters [4pts], Shield Dome [18pts]


++ Total: [123 PL, 10CP, 1,998pts] ++



My list

Basically the same...I use armor of russ as my extra relic b/c BA will be getting into melee

I also swap Njals spell to include tempest wrath to try and nerf his LR




++ Supreme Command Detachment +1CP (Imperium - Space Wolves) [39 PL, 1CP, 601pts] ++


+ Configuration [1CP] +


Detachment CP [1CP]


+ No Force Org Slot [6 PL, 100pts] +


Inquisitor-Lord Hector Rex [6 PL, 100pts]: 1) Terrify, 6) Castigation, Arias, Bolt pistol, Frag & Krak grenades, Storm shield


+ HQ [33 PL, 501pts] +


Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]

. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]


Chaplain Venerable Dreadnought [11 PL, 167pts]: Twin lascannon [40pts]

. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]


Chaplain Venerable Dreadnought [11 PL, 167pts]: Saga of the Beastslayer, Twin lascannon [40pts]

. Melee weapon [22pts]: Dreadnought combat weapon [20pts], Storm bolter [2pts]

. Warlord: Warlord


++ Battalion Detachment +5CP (Imperium - Space Wolves) [36 PL, 7CP, 647pts] ++


+ Configuration [8CP] +


Battle-forged CP [3CP]


Detachment CP [5CP]


+ Stratagems [-1CP] +


Trophies of Fenris [-1CP]: Trophies of Fenris - 1 Extra Relic [-1CP]


+ HQ [21 PL, 342pts] +


Njal Stormcaller in Runic Terminator Armour [8 PL, 125pts]: 1. Living Lightning, 2. Tempest's Wrath, 6. Jaws of the World Wolf, Bolt pistol, Nightwing, Psychic hood, Runic Terminator armour, Staff of the Stormcaller


Rune Priest [7 PL, 116pts]: 1. Living Lightning, 4. Fury of the Wolf Spirits, Bolt pistol, Frag & Krak grenades, Jump Pack [1 PL, 28pts], Runic staff [8pts], Smite, The Armour of Russ


Rune Priest in Phobos Armour [6 PL, 101pts]: 5) Tenebrous Curse, 6) Mind Raid, Bolt pistol, Camo cloak [3pts], Frag & Krak grenades, Runic sword [8pts], Smite


+ Troops [15 PL, 305pts] +


Infiltrator Squad [5 PL, 110pts]

. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine


Infiltrator Squad [5 PL, 110pts]

. 4x Infilltrator [88pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

. Infiltrator Sergeant [22pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine


Intercessor Squad [5 PL, 85pts]: Bolt rifle

. 4x Intercessor [68pts]: 4x Bolt pistol, 4x Frag & Krak grenades

. Intercessor Pack Leader [17pts]: Bolt pistol, Chainsword, Frag & Krak grenades


++ Vanguard Detachment +1CP (Imperium - Space Wolves) [43 PL, 1CP, 752pts] ++


+ Configuration [1CP] +


Detachment CP [1CP]


+ HQ [5 PL, 99pts] +


Wolf Lord in Phobos Armour [5 PL, 99pts]: Bolt pistol, Camo cloak [3pts], Combat knife, Frag & Krak grenades, Master-crafted instigator bolt carbine [6pts], Morkai's Teeth Bolts


+ Elites [38 PL, 653pts] +


Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]


Invictor Tactical Warsuit [6 PL, 136pts]: 2x Ironhail heavy stubber [12pts], Fragstorm Grenade Launcher [4pts], Heavy bolter [10pts], Invictor fist, Twin ironhail autocannon [20pts]


Wolf Guard in Terminator Armour [26 PL, 381pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [36pts]: Combi-plasma [11pts], Storm shield [2pts]

. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]

. Wolf Guard in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]

. Wolf Guard Pack Leader in Terminator Armour [43pts]: Combi-plasma [11pts], Power fist [9pts]


++ Total: [118 PL, 9CP, 2,000pts] ++




Pre-game and deployment


WL-chappie dread (I use Bjorn model so he stands out) takes saga of beast slayer

Spend CP for armor of russ on Jump RP

Njal replaces storm caller with Tempest Wrath



BA

WL-Inquisitor takes extra cast/deny trait

Knows Psychic pursuit + terrify

Both captains get death visions



ITC Mission 4

Whats yours is mine

He wins the roll and chooses to defend

Rolls 3 for Search and Destroy deployment

Decides to keep it and defend RED DZ


gallery_49686_16298_162537.jpg

Since I have first turn I decided I would be ultra aggressive and see what happens. I regretted not trying that in a prior game.

I intentionally place my objectives near his DZ and plan to spend my game on his side of the board

He has mobility in the impulsors but I hope by fighting in his DZ that can be negated.


I placed objectives 2 and 4







My secondary

Behind enemy lines

Head hunter

Old school


His

Engineers

Intercessor1

Intercessor2

HH

Postman (Captain on the board...changed to be the model with NO jump pack so I can tell him apart)




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In deployment I put warsuits and infiltrators as close as possible


I leave intercessors to babysit the rear objective


Phobos RP and WL are middle of the board as well


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Reserves

-Terminators

-Njal

-Inquisitor Rex

-JP RP



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He counter deploys aggressively instead of hiding in the back


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Reivers in impulsors

Veterans and 1 captain in LR

DC + Inquisitor in reserve



Turn 1



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Turn 1A

I pull back from my feint on the left with infiltrators and advance to hide behind the wall and character block for my chappies (top left of screen)


Warsuits move up aggressively

Chappies stand still to maximize firepower and try for a first strike kill

I originally was planning to move forward and get LOS but I have an armor target waiting for me


Phobos RP rolls a 10 for super smite

I put 3 damage on impulsor

WL lands morkai bolts on the same impulsor


Chappie1 lands 1 LC for 3 damage (4 remaining)

WL fires and he saves 1 LC with his invulnerable...he uses a CP to save the other LC only taking 2 wounds from SBs (2 remaining)...no saga completion for me...doh

Chappie2 lands 1 LC and 2 SB wounds after armor saves to kill the impulsor and earn me first strike


Reivers disembark


Warsuit #1 splits fire into scouts/reivers only firing the D2 autocannon at the reivers

Kills 2 scouts and 1 reiver

Warsuit 2 does the same and kills off all the scouts and 2 reivers


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I make my first warsuit charge into BOTH reivers and the impulsor with an 8 (only have 6" of possible movement)

My second warsuit charge I roll a 4" and just barely make the charge into the impulsor


Warsuit #1 lands 3 damage b/c impulsor makes 3/4 saves

Warsuit #2 only manages 2 wounds but both go through for 6 damage (2 HP remain on the impulsor)

He debates using a CP but declines after seeing his tier 2 and tier 3 movement options.

My warsuits have successfully crippled the impulsor mobility and my backlines are more secure in future rounds



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Turn 1B


His reivers stay in combat but the Impulsor falls back from my warsuits


He disembarks a captain from LR and goes to hunt down my infiltrators...however in the charge phase he changes his mind and attacks the warsuit instead


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He spends CP to redeploy his 5 man TH DC near my chappies

I left him a perfect hiding spot where he can charge from 9" and avoid overwatch.

Oops



His LR opens fire on my warsuit wounding with 2 hammer shells and 1 melta after using a CP for 12 damage (1 remaining)

After all kinds of SB and bolter fire he finally plinks the last wound off


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I'm writing these batrep notes while he does his charge rolls so I don't see the dice but I hear his reaction


5 man TH DC 3D6 charge gets 1-1-2 after CP he gets another 2...DC fail to charge my chappies

He tells me that is a total of 5 CP that were blown and ultimately resulted in nothing...ouch


His Captain however easily charges into my Warsuit

However...nightmare dice rolling and the Captain fails horribly in combat and does 2 total damage to the warsuit


Warsuit kills captain in return




Turn 2


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Party time!!


All 3 chappies move forward after their lucky escape from the 5 man TH DC


Psykers and terminators then join the party

I set up a psychic strong hold on the middle objective so I can use the D6 LL


My terminators fan out for shots on the LR while also blocking for my characters

I sacrifice Inquisitor Rex to get some DS denial space behind my terminators


I failed to move my intercessors to the other side of the objective and end up leaving a perfect DC landing spot to charge

Doh


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Psychic phase

I cast tenebrous curse on Reivers after confirming they do NOT have fly keyword

I then use jaws and roll an 11 for 8 mortal wounds to kill all the Reivers and free my warsuit to fire

I spend 3 CP for cloaked by the storm on Njal and have most of my units protected in his bubble

JP RP gets fury of the wolf spirits up as well


Rex fails smite on the 2 HP impulsor but manages to get a castigate for 2 wounds to finish the job. We laughed at the idea of him just yelling at the vehicle and I checked the rules...vehicles appear to be a legal target

Phobos smite reivers for 1

Njal casts TW on LR

D6 LL stratagem get 1 MW...I use CP to get 3 instead (2 reivers dead total)


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Shooting phase

Morkai bolts on LR

Terminators get fury for BS2 but I am not in RF range

After firing only 2 plasma shots get through his saves

WL lands a single 6 damage LC shot on LR (8 remaining and now tier2...combined with TW it has BS5)

Chappie1 kills 2 scouts

Chappie2 kills remaining 3 scouts

Warsuit fires everything into 2 man veteran squad...kills 1 only (lots of 1s to wound and he had a SS to save most of what got through)


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Warsuit rolls a 6 and fails the charge into the veteran (stupid crater -2 charge rolls...plan was kill veteran then consolidate into LR)

However he lets me go into the Reivers (I forgot to declare)


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Warsuit easily kills the Reivers then consolidates back where he started



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His turn

10 man DC drop into a little hole I left him

He is hunting my terminators


His 5 man DC TH chase after my WL


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His remaining troops shuffle around in his DZ


His inquisitor drops near his LR


His psychic phase does nothing

Njal denies a smite (he rolled 9 and I rolled 5 then rerolled into a 10)

My JP RP denies his other spell (I rolled 11)


Shooting phase

LR hitting on 5s lands 18 damage on my Warsuit..it is real dead

Scouts put 2 damage on Inquisitor Rex

10 man DC put a ton of rapid fire shots but only manage 1 more damage on him after a ridiculous amount of 3+ saves (2 HP left)


We are starting to see a pattern of bad dice for him and it is swinging things heavily against him


Quake bolts hit my terminators but don't cause a wound...however I am felled if he makes combat and his combo for WS2 is activated



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10 man DC fails initial charge roll with 5-1...uses his final CP to get 5-4 and makes the charge into terminators and Inquisitor Rex


His 5 man TH DC roll 12 and easily charge my WL chappie



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I heroically intervene with all of the following

-JP RP into 5 man TH DC to stop them with armor of Russ

-Chappies 1 and 2 into 5 man TH DC to kill them

-Phobos WL into 10 man DC to try and whittle them down


I activate transhuman for terminators because they are about to eat a bucket load of power axes wounding on 2

The stratagem prevents 10+ wounds

After taking approx. 15 AP2 power axe armor saves I lose 2 SS terminators total

This is definitely not the outcome either of us expected

Dice have definitely gone the wrong direction for him this turn


We call the game at this stage


Looking at the board my terminators and WL will be hitting back hard and whittling the 10 man DC down

The 5 man TH DC is also dead. Armor of russ prevents them from attacking. The 3 chappies should easily kill them (15 WS 2 chappie attacks hitting on 2 wounding on 2 with AP3) and he has no CP to make them attack after dying.





Recap and final thoughts




My army can hit real hard if I shove them aggressively forward on turn 1.

LOS is the only thing slowing me down basically...but that benefits me as well because I can hide infiltrators and protect my Chappie LCs from being shot



Warsuits

During these trials I learned Warsuits are damn lethal and a fun tool if I get 1st turn

They have enough dakka to whittle down chaff and the 5 attacks hitting on 2s for the fist are just enough to cause trouble


Warsuits also serve as a perfect distraction on turn 1 to create landing space and buy time for my terminators to arrive


They are a perfect distraction carnifex in my list


My terminators didn't kill much shooting but they didn't have to.

The synergy with my RPs makes them useful in a variety of roles.

This game I just wanted them to tank his DC and they did amazing.


Psykers

The buzzsaw had a big impact this game.

I likely could have cleared all 10 DC off my terminators in turn 3 with the psykers I had left alive



Chappie dreads are reliable

Nothing flashy but they are the anchor I rely on in this list



Pick the right relic for the job...

Armor of Russ is MVP in any game with melee heavy forces

He could have easily slaughtered my Chappies if I didn't have that relic


Overall...all the pieces are working as I expected and hoped when I theory crafted this list


I need to clean up some lazy player mistakes I have made

-Jaws can't be used on vehicles....did that once

-I need to move all troops and prevent drop zones instead of being lazy and just ending turns





This batrep probably ends the saga of the terminator trials.


My friend has been a very good sport throwing lists at it and helping me iron out the wrinkles.


However, it is not fun to be on the receiving end of a tournament caliber list so I will be putting my runic terminators on the side and playing more fun lists in the future.


He has given me some amazing feedback and helped me tweak this list and get comfortable with it.


When the plague of nurgle is over I will be bringing this list to tournaments

Edited by TiguriusX
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  • 2 weeks later...

Where do you get the combi-plasma guns for your terminators?

I was going to wait until I had the test model to show off...but I see you asking this in other threads so may as well give you an update now

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I use shapeways combi plasma for my regular marines. I love the look of the scope and clip

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However...the terminator arm is NOT the same

The armor has a cuff that bumps against the rear ridge design of most guns

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I went searching far and wide and this was the best solution I could find

Nothing on shapeways fit what I needed

I stumbled across an ebay seller in russia who does custom print jobs. He had terminator weapons for chaos listed that I felt might work. After some messaging back and forth he understood what I was looking for and showed me this blue print.

It hasn't arrived in the mail yet so I can't tell if it will work.

I have my fingers crossed

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Now I need to chop a bunch of SW terminator arms at the wrist to connect.

I decided I would take an easier path and look for terminator arms that are already cut at the wrist.

I found these right arm grey knight bits for less than $2 per 5 arms. Snatched up 20 of them.

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I honestly can't see how you can ever go wrong with wolf guard terminators. You definitely want to have them around characters for maximum purge.

 

If you can get 2 characters with saga of the wolfkin, saga of the savage and a guy as the wulfen stone...6-7 attacks each just for the wolf guard hitting on 3s for hammers/fists

 

I only have 5 myself. But plan to get more.

 

For that TTS game..whats the hardware and data requirements to run it smooth? I have an older laptop with 4 gb ram and 1 gb video card with windows 10 that's collecting dust. I want to try out the TTS 40k

Edited by Debauchery101
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If you can get 2 characters with saga of the wolfkin, saga of the savage and a guy as the wulfen stone...6-7 attacks each just for the wolf guard hitting on 3s for hammers/fists

 

 

With the new stratagem Fury of the champions you can actually hit on 2's with THs/PF/CFs (it works in any phase and gives you +1 to hit)

 

 

For that TTS game..whats the hardware and data requirements to run it smooth? I have an older laptop with 4 gb ram and 1 gb video card with windows 10 that's collecting dust. I want to try out the TTS 40k

 

It is on STEAM. 

 

I don't think it is too demanding but it may hang occasionally.  My new budget gaming PC I got for Xmas slows down when loading all the objects and occasional bucket of dice rolling

 

Here are the minimum requirements

 

  • MINIMUM:
    • OS: Windows 7 SP1+
    • Processor: SSE2 instruction set support.
    • Memory: 4 GB RAM
    • Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
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Have you thought about Murderfag in a Drop pod to acompany those 2 warsuits ?

Not something I think works with this list

 

Would require 200+ points and I have already fine tuned and made hard cuts to get it where it is

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  • 2 months later...

So my ebay purchase from Russia took 2+ months...but it finally arrived today

I am VERY happy with the combi plasma 3rd party bits

The style appeals to me

The back is PERFECTLY flat and sits flush with the arm/wrist

They came with magnet holes premade and it is a perfect fit

I suck at the hobby but you can image what someone could do with them

I have a bunch of grey knight right arms to convert now but my terminators should be prepped and ready to go if this plague ever ends

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