Wolves Turn 3:
Well, I decided this was the turn I needed to use to try and wreck his raiders. My Thunderwolves sans the Majesty Lord moved toward his Raider on the right (since both had moved over 6") and prepared to try to Close Combat it to death. The Majesty Lord decided to hunt down the fleeing Termie. A Grey Hunter squad who had gotten out of their ride previously to kill the Ironclad, got back in, and the rhino moved less than 6" so I'd be within 6" of his raider. Tricksy movement shenanigans FTW :) The other Hunter squad got back in their ride, and moved 12" toward the far left objective, popping smoke.
Shooting as I remember it didn't do much of anything. The two meltas into his center Raider bounced off, the single melta on his other raider missed, and the Longfangs also failed to hurt any Razors. Sad face, lol!
In combat, my Star failed to even do anything at all to his Raider (maybe they shook it?) but my Majesty Lord hunted down and destroyed the lone Termie.
Well, he decided to torch my Grey Hunters in the middle, which wasn't unexpected. Not much more to be done by him at this point, really. He rolled poorly(ish) for his Redeemer rolls, and my Rune Priest and a melta-gun stayed alive for the flamers. His drop pod got the last laugh though, and killed my melta gun dude. Dangit! Sorry, no pictures of his turn.
Space Wolves Turn 4:
I moved my center-ish rhino up toward the closest raider, and shot a melta gun, and it again bounced off the hull. The Wolfstar charged it, and though they shook it, didn't do much more. The Longfangs *finally* killed a razorback, and immobilized the one on the far left, which was a big relief to me. I needed at least one of those darn things to die! My Majesty wolflord charged his center razor and... whiffed, despite it not having moved. My rhino on the left moved up and grabbed the leftmost objective.
Jon just shuffled his Raiders around more, getting ready to contest some objectives on Turn 5. His remaining mobile Razor moved up 12", ready to contest the far left objective. His shooting was mostly ineffectual, as it was for most of the game. Our rolling vs. vehicles was terribad, the whole game. At least it wasn't one-sided as far as that goes :)
Space Wolves Turn 5:
We thought for some reason that the game had random gamelength, so I rushed my guys on the right up to capture the objective there, disembarking them, and hoping for the best. My other Grey Hunters on the left objective just stayed in their rhino, shooting out the hatch and... immobilizing the raider! Yes! It's not in range to contest the objective yet.
The thunderwolves charged the immobilized Raider, and shook/stunned/weapon destroyed the heck out of it, but didn't wreck it, even with auto-hits. The Majesty Lord walked up and killed his tac squad from the destroyed razor. Hoo-ray for him :) Long Fangs killed his one mobile razor.
Marines Turn 5:
He also thought it was random game length, and got his Librarian out to charge my Grey Hunters, who held the far objective. His Tacticals from the destroyed Razor moved up to contest the far left objective. He also started moving his tacticals from the Immobilized Razor up and toward the objectives for some reason.
In combat, my wolfstar, who is just sitting there in base to base with his raider, hit 9 times, and do... nothing! I was able to smite his Librarian in the other combat, and consolidate onto the objective. If the game ends this turn, I win...
And then we found out it was 6 full turns, so it was all for nought. Got his Librarian out of his ride though :)
Wolves Turn 6:
The Bear Lord moved up and slaughtered the stray Tac squad who was wandering up to the objectives, while the rest of my Star backed up, wanting more attacks on the Raider. My Grey hunters who have just killed the Librarian on the right move up to hold the objective, and miss again at killing the Land Raider. My Grey Hunters on the left would need to finish off that 4-man tactical squad contesting the flag. Easy, right? I mean, they're combat marines. They kill tacticals in the sleep, right?
So, they get out, and even kill a tactical marine with shooting. They charge, and kill all but 1 tactical marine, who makes both fearless saves, and sticks in combat. It's alright though, I have a fist for next turn. Right?
Marines Turn 6 (last turn):
Not much to do, he zooms his Raider onto the right objective, and doesn't fail his Immobilized check, that would have won me the game. His Tactical marine fights hard, and lives through my 6 initial attacks. It's down to my fist, to kill his single marine. I hit once. All I need is to not roll a 1, and the game is mine! The roll? Should be obvious enough, I got a 1, and he stayed in combat, drawing the Primary.
We drew on the primary, and I had killed 8 of his 13 kill points, so I got the tertiary. The secondary was killing all of the opponent's HQ's, which I had accomplished. So I ended with 22/33 total points. Win, I guess? A weak win, if it was one at all. Just can't kill Land Raiders!
Game 2: Wolves Vs. Ghaz and his Battlewagons!
My second game was against Frank. He's a cool guy with a really nicely painted army. He's just now restarting playing, so he didn't exactly know what the deal was with wolves, especially the Wolfstar. I made sure he knew exactly what everything in my army could do though. Here's his list:
KFF Big Mekk w/ Klaw, Squig, Cybork Body
5 Nob Bikers, w/ 4x Claws, complex, Pain Doc, etc.
18 Ork Slugga Boyz w/ PK Nob (in Ghaz's Battlewagon)
19 Ork Slugga Boyz w/ PK Nob (in Mekk's Wagon)
12 Ork Slugga Boyz w/ PK Nob in Trukk
12 Ork Shoota Boyz w/ PK Nob in Trukk
Battlewagon w/ Deff Rolla, other upgrades
Battle wagon w/ Deff Rolla, other upgrades
So, lots of Klaws. And Ghaz. And wagons. This wasn't a weak list, if you ask me. Maybe swap out the two trukks for a 3rd wagon of Boyz, and somehow get some lootas in there, but otherwise, a list I need to be careful against.
Spearhead. The primary was objectives again. There was an attacker, and a defender. Attacker got to go first, and place all 3 objectives in the defender's half. If after turn 3 the attacker holds all 3 objectives, they auto-win.
Secondary was... get an HQ into combat or something?
Tertiary was to retain over half your own kill points.
We rolled off, and I won. I decided to make him the attacker. It's more fluffy that way. ;)
I was really happy to go 2nd. It's objectives again, and I love having the final say about it. I put both of my Longfang squads on extreme sides of the board, to get side shots at battle wagons when they came crashing in. My Cavalry I just sat there, waiting for him to charge. I wanted my Grey Hunters on the flanks, to counter-charge if they needed, since troops are more important than the Cav in this scenario anyways. The first matter of business was to kill his Nob Bikers though.
Ork Turn 1:
He moved everything up, keeping the trukks well within KFF range. The Nob Bikers zoomed out ahead, turbo-boosting.
Wolves Turn 1:
I moved onto the table where you can see. The objectives he had placed in a little rectangle in the center- you might be able to see all of them. I made sure I was hugging one of them though :) Jaws went off and failed to kill the single nob I targeted.
He moved his Nobz 12", and shot at... something. It didn't end up doing anything. Otherwise, everything else moved up 13".
Wolves Turn 2:
I Jaws'd his nobz, killing the Pain Doc, and the Missile Launchers killed 2 more. They failed their leadership test, and fled, never to regroup. :) Not much else to do but brace for impact next turn!
This was his turn to hit me hard. My wolves weren't exactly protected (by anything but themselves, of course), and my rhino next to them had barely moved at all. He moved his guys forward, and disembarked *only* one trukk of boyz and the KFF Mekk/boyz. The rest (Ghaz's squad, and the Shoota Boyz) he kept in his transports. He declared Ghaz's waaagh! and got into combat with me, but about 7 boyz from the KFF Mek's squad ended up only able to strike my rhino.
The combat was fierce, though decidedly on my side. I concentrated most of my hits on the trukk Boyz squad, and ended up wiping them out. The KFF Mekk also went down to my 5 Thunder Hammer swings from the wolf. I won combat by a slew, and since he was fearless from Ghaz's waaaagh, he took like 8 or 9 fearless saves (only saved one I think). His squad was way way down in number. Next turn it looked sure I'd wipe them out to a man.
Wolves Turn 3:
It was time to kill the vehicles. I ended up able to melta and missile down both wagons and the shoota boyz vehicles. No assaults to be had from me, but I was able to win my fight started last turn, and consolidated up. Note he has one healthy trukk, one largely unhurt Shoota boyz squad, and Ghaz' squad left.