Hello 40k Aficionados!
Capture and Control continues our battle reports with some Imperial Fist on Space Wolf action. PythNutD’s Space Wolves were scheduled for a Game Empire Avellorn campaign game against SgtBarkers’ wonderfully airbrushed Imperial Fists and Pyth had the foresight to remember to bring his camera.
The downside of playing in a gaming store that caters to so many game systems is that on occasion you have to fight for a table. On this particular day we showed up to find that there was a MTG release event and every table in the house was in use. However the staff was nice enough to allow us to put together a table on the sun-bathed patio next to the parking lot so we could still get a game in.
Terrain: The board was littered with intact Gothic buildings. An aquilla sat between a few of the buildings as well as a Space Marine Monument. There are also some scattered ruins and a forest.
The lists:
Imperial Fists
· HQ
o Lysander
o Command Squad 4 Vets with Combi-Flamers and Melta Guns, One Apothecary, and a Drop Pod
o Vulkan He’stan
· Elites
o 5 man Stern Guard Squad with Combi-Melta guns, Sgt had a Fist
o 5 man Assault Terminators with Land Raider Crusader with Extra Armor
· Troops
o 2 squads of 10 Marines each, Flamers, Plasma Cannons, and Sgts have Combi-Melta guns
· Fast Attack
o None
· Heavy Support
o 3 Vindicators with Siege Shields
2000 Points / 2 Scoring / 10 Kill Points
Imperial Fists Army Overview
SgtBarker
I have been playing Imperial Fists since 4th edition and yes, they are just vanilla marines but I love them. I have faced the Space Wolves before so I knew I needed to keep my distance and mow them down before they could get close enough to sink their teeth into me. I was hoping that the Vindicators would get some hits and that my drop pod could hit hard and fast, but that meant that I needed to go second. Last time I went first, it was a very short game.
Imperial Fists Mechanized Menace
Space Wolves
· HQ
o Ragnar Blackmane
o Wolf Guard Battle Leader with Thunderwolf Mount, Frost Axe, Storm Shield, and Wolf Tooth Necklace +2 attached Fenrisian Wolves
· Elites
o 10 man Wolf Scout with Mark of the Wulfen, Melta gun, and 2 plasma pistols +1 attached Wolf Guard with Frost Sword, Plasma Pistol, and Melta Bomb
o 5 man Wolf Guard with 5 combi-melta mounted in Drop pod
o 5 man Wolf Guard with 5 combi-plasma mounted in Razorback
· Troops
o 10 man Grey Hunter with Melta Gun, Plasma Gun, Plasma Pistol, Power Fist, Mark of the Wulfen, and Wolf Standard +1 attached Wolf Guard with 2 power fists
o 10 man Grey Hunter with 2 Plasma Guns, Power Weapon, and Wolf Standard mounted in Rhino
· Fast Attack
o 4 man Thunderwolf Cavalry with Power fist and 1 Storm Shield
· Heavy Support
o Land Raider Redeemer with Multi-Melta
2000 points/ 12 kill points/ 2 scoring units
Space Wolves Army Overview
PythNutD:
This army build is designed so that Ragnar, attached to a close combat-tooled Grey Hunter squad mounted in the Land Raider, will move to assault my opponents’ objective. The Thunderwolf Cavalry with attached IC run along with Ragnars’ force to provide backup. The Wolf Guard units are intended to work as a team; the drop pod melta unit takes out an enemies land raider causing the squad to jump out, the plasma squad in the razorback drive up, jump out, and unleash a storm of AP 2 shots. The Wolf Scouts are used to outflank behind my opponents’ tanks and/or firebase. The plasma gun grey hunter squad stays back to hold my objective. Or course this is designed to work as an Alpha strike, or second in a Dawn of War game.
Mission: For this weeks Campaign game we had to play Capture and Control (2 objectives).
Deployment: We rolled Dawn of War
Imperial Fists win the roll and choose the Northern board edge and to go Second.
Deployment:
Imperial Fists
I will let PythNutD play on an empty table; I want first shots. I chose the side I felt had the best terrain that I could put my objective in. I had Lysander with bolster so I gave my objectives’ ruin a 3+ save.
Space Wolves
I had hoped to not to play Dawn of War, and especially not forced to go first. I went ahead and deployed my Rhino mounted Grey Hunter squad hidden behind a building near the objective in my deployment zone.
Turn 1:
Space Wolves:
I decided to keep my Ragnar squad in the Land Raider and my Thunderwolves in reserve with the Scouts. I dropped my pod mounted Wolf Guard into the terrain next to SgtB’s objective and drove my Razorback squad up to support my rhino squad hidden in the center of the board. Both transports used their smoke. I cross my fingers and hope to weather the IF first round of shooting.
Smoke them if you got 'um
Imperial Fists
I walk on and storm the Wolf Guard on my Objective. It is a swift and clean action. The Stern Guard is all that is needed. I wanted to make sure so I popped my Assault Terminators out for added insurance. I don’t fire on the Drop Pod, this is a mistake that I feel will haunt me. My Drop Pod lands nicely and the command Squad is in great position, but luck is on his side, 3 meltas shake up the rhino and 1 takes out the storm bolter. These Rhinos stopped for some blessings by the Grey Knights, that’s all I can figure. My Vindicators are out of range and I run my tactical squads forward. With my edge secure, I feel my first turn is about right for what I can expect.
Turn 1 Review
SgtBarker
My plan to deny him first strike is secure. But I don’t see anything positive from my attack on his Rhinos. I am really concerned. The new meta of vehicles is feeling very real to me now. I need to break up his armor. I have the means, but it just isn’t happening yet. I will hope that his reserves arrive late and I can deal with the Rhinos in the next turn.
PythNutD
I kinda expected my drop pod unit wouldn’t survive, but at least my Pod is sitting in position to contest SgtB’s objective. I am happily surprised that my Rhino and Razorback survived practically untouched and now there is a unit in perfect position to sling shot my reserves forward. Now I hope my reserve rolls go off well.
Objectives held
IF: 0
Wolves: 0
Contested: 1
Turn 2:
Space Wolves
I only made one of my reserve rolls and my Thunderwolf Cavalry came running on the board. I had my Razorback Wolf Guard squad drive up and block line of sight to my rhino squad. During shooting my Rhino embarked Grey Hunters took out a few of the command squad with their plasma guns. The Thunderwolf fleeted forward slightly, only far enough to hit the drop pod on their assault move.

Thanks for the Sling shot
Imperial Fists
Only 1 out 3 of his reserves arrives, the Emperor favors me. The Wolf Cav run 1”, Christmas is here. I move my Command Squad around the exploded drop pod and shoot my combi-flamers, doing 11 wounds, which takes out 2 Fenrisian wolves and one Thunder Cav. I am starting to feel embarrassed. Balance to my luck is restored when my three Vindicators land on target, the lead Razorback, but do nothing other than take out a heavy bolter and shake it up, somebody is going to get fired. The Blessing from Gray Knights seems more like a plausible explanation of these events. His Thunder Cav are very intimidating. I am still not in a good position to attack his objective, so I moved my Tac Sq up to hit him next turn. My Land Raider moves forward to back up my command squad and Lysander.
Shoot the big scary wolves
Turn 2 Review
Objectives held
Imperial Fists: 0
Wolves: 0
Contested: 1
SgtBarker:
My hopes are slimming now; his force is intact mostly untouched. I need to shift my attention to the Thunder Cav, if they hit my objective, they will have it for the game. I have enough on my plate and he still has more reserves! If he rolls well on his scouts, I know he will attack my rear. I am not hitting effectively and thus giving him time to close unscratched. I doubt my Command Squad will be more than a speed bump. My Drop Pod did nicely shielding my Command Squad from their assault; of course it paid the ultimate price to do so.
PythNutD:
Well I didn’t get to hit his Command Squad with the Cavalry, but at least his drop pod shot me into a good position for next round. I figure if I get my reserves on the next turn I will be in a good position to swiftly get to his firebase and the other objective. I am relieved that both my transports have weathered his heavy hitting squads practically undamaged.
Three Vindicators and all we get is a Heavy Bolter!?
Turn 3:
Space Wolves
My reserves both come on he board; the scouts walk on directly behind SgtB’s Vindicators and Tactical Squad and the Land Raider packed with Ragnar’s squad drive up towards the IF command squad. I move the Thunderwolves through the rubble of the drop pod towards the IF Land Raider. Ragnar and his squad disembark in front of the command squad and prepare to unleash a fury of wolfy killing. The Rhino drives forward to position itself within 3” of my objective, taking cover behind the shaken Razorback. The Wolf Guard disembarks and moves forward towards the other IF Tactical squad. The scouts shoot at the IF Tactical squad; take out a few, then moves into a multiple assault. They kill a few marines and takes out one of the Vindicators’ main cannon. The Thunderwolves assault the land raider but they fail to roll any 6’s to hit. Ragnar and his squad shoot up Lysander and his squad, and then destroy them in assault. Lysander fails his Morale test and runs away with only 1 of his 4 wounds left. The Wolf guard open up with their combi-plasma and take out a few marines.

Greetings from Fenris, we bring the gift of snowy death
Imperial Fists
My Stern Guard take up the objective and await the Thunder Cav. My Crusader is useless, not causing any wounds. Lysander is on the run now so he is out of the picture. His Command squad wiped out in one close combat, such are the wolves. My Tac Squad plus Vindicators shoot at the Wolves in the open and all die save the IC; I hope that is a turning point. My hope turns to despair as his single IC on Thunderwolf takes out all 5 of my terminators. This is the beginning of the end for this scenario. My Tac Sq shoots at the Wolf Guard in the street, thus ignoring his Drop Pod again, killing a few. The haunting feeling is growing.

Time for Termies!
Turn 3 Review
Objectives Held
Imperial Fists: 0
Wolves: 1
Contested: 1
SgtBarker:
His scouts hit soft on my rear. I think that will turn out ok for me. I am getting the better of them and if I can come out of it with some Vindicators and SMs I should be able to hit his objective. One Thunder Cav left, I feel like one is still too much. He is headed for my objective and my Stern Guard. The only thing that stood in his way was my Assault Terminators, but they were no match for him. I hind sight, I should have stayed in my Crusader and ran over the last Thunder Cav, counting on surviving of course. He is spread out which is good, but he has me locked up for the most part so things are looking bad.
PythNutD:
I have My Scouts in combat with his Tactical squad, and after using them in many battles I am pretty confident they will survive with enough firepower to harass his Vindicators. My Wolf Guard have survived a torrent of fire and are in position to assault his remaining tactical squad. My Last Thunderwolf IC is ready to take out some stern guard. Ragnar and his squad, backed up by their Redeemer are close enough to hit the IF crusader, and then onto the objective. I still have my other Grey Hunter squad holding an objective. High hopes for me moving forward.

Can three Vindicators kill three marines?
Turn 4:
Space Wolves
Ragnar and his Grey Hunter squad move towards the IF Crusader, their Redeemer moves forward slightly, still hiding behind the building to stay hidden from the Vindicators. My Wolf Guard move forward to assault his Tac squad. During my shooting phase I am pleasantly surprised when my Grey Hunters fire their plasma guns from the Rhino and cause the closest Vindicator to explode. Ragnar’s squad shoot at the IF crusader and take out it’s Assault cannon, then assault in to do no additional damage. The IC on Thunderwolf takes out all but one of the Stern Guard, and takes only one wound from Vulkan and the powerfist wielding Stern sergeant. The Assault between the Wolf Guard and Tac Squad does little, and the fight between the other IF squad and the scouts ends up with another round of few wounds on either side.
The Scouts fight till the last man (is killed by them)
Imperial Fists: My Crusader pulls back and shoots with little effect. I was able to finish off the Thunder Cav but the cost was my Stern Guard, to high. I get a good hit with my last functioning Vindicator, but it is a day late and a dollar short I am afraid. I have been locked up in close combat, his plan is now complete and it is just a matter of time before he finishes me off. His Wolf Scouts kill off my squad and were able to move up behind my last usable Vindicator.
Turn 4 Review
Objectives Held
Imperial Fists: 0
Wolves: 1
Contested: 1
PythNutD:
At this point I see no chance for SftBarker to win. I have to many units available to harass his remaining forces.
SgtBarker:
I lost a Vindicator, another is weaponless, and the last is in danger. My back is up against the board edge now, I don’t think there is much left to do so I will just be a true Imperial Fists and defend to the end!
Wolves caught in the open
Turn 5:
Space Wolves
I start by moving my Redeemer close enough to SgtB’s Crusader to destroy it with a Multi-Melta shot, and it explodes soon after. Ragnar and his squad move up to strike at Vulkan. The Scouts stand pat behind the last dangerous Vindicator. Ragnar and his squad shoot up Vulkan and the last Stern, taking out the lone Sternguard. The Scouts open fire on the Vindicator and take out both of it’s guns, however the attached Wolf Guard dies when his plasma pistol gets hot. During the assault phase Vulkan takes out Ragnars’ squad, save one marine, and both ICs are still alive and kicking. The scouts fail to hit in assault, and the wolf guard fail to wound any IF marines.
We finally meet, did you leave your Melta at home?
One less raider
Imperial Fists
This is fun, I try to run down the scouts with my Vindicator, but I am only successful in moving them aside. Vulkan continues to fight Ragnar but neither takes enough wounds to die. The last Tactical Squad kills the Wolf Guard but only is able to move 1” towards the objective. And Lysander is still running away.
Mess with the Wolves and you get bit
Turn 5 Review
Objectives Held
Imperial Fists: 0
Space Wolves: 1
Contested: 1
SgtBarker:
He has contested my objective. If the game ends, then I have no chance of pushing him off. He has his objective quite secure and I have nothing to use to take it, so the best I can do at this point is a draw. He has another Rhino to move on my objective plus his Redeemer so even a draw is out of reach at this point. Wow, what a game it has been.
PythNutD:
The game is mine whether we roll for another turn or not. The Wolves howl with glee.
Random Game Length:
End of turn 5 and the die ends to game!
Space Wolves win 1 to 0!
Final Thoughts:
SgtBarker: I did as well as I expected. My opponent is a top notch player with tons of experience. I am a middle of the road player with a meager amount of experience. I did well on position, but was never able to capitalize on it due to good strong vehicle rules, which I fully support. I will be changing to Rhinos and seeing how they works for me. I like to single drop pod though so I will keep that. The wolves (and all new codices) are hard to fight, I want another chance at them and I know he will give one to me in the near future.
PythNutD:
Having Built my army around what I had painted, or in the case of the Thunderwolf Cavalry mostly painted, and had come to play expecting it to be hard to pull a win. Luckily for me SgtBarker loaded up on too many tanks and priced himself out of enough Marines on the board to put up a stronger fight. A second squad of sternguard in another drop pod, instead of termies in the Crusader, and I would have had a much harder road to victory. All in all it was a good game and was glad SgtB was my opponent for the week. I left satisfied with the fun game, and also drenched in sweat and sunburned after spending all afternoon in the hot sun.
Man of the Match:

Vulkan in Yellow
Imperial Fists:
Vulkan – He held the line against insane odds and dealt a tremendous amount of punishment. I really like Vulkan and what he does, so he will always be in my Imperial Fists army.
Space Wolves:
Ragnar- With Ragnar I was able to kill the entire command squad before his grey hunters even had a chance to hit. He survived a shot from a Vindicator, and held his own against Vulkan, who is a tough character to kill.
Final Grades:
Imperial Fists:
Lysander: D never did much and was really a big points drain, I will be trading him for a Tac Sq.
Command Squad: A, they are great fun and very flexible. They were able to deal out great fire power and had good survivability with their feel no pain trait.
Vulkan He’stan, A+, winning of MVP.
Stern Guard Squad: B, they don’t have the initiative they need, I wish they had one more that regular marines or you could buy one.
Assault Terminators: F, they are a huge waste and I will trade them for more troops or Stern Guard.
Land Raider Crusader: B, I think this is a good start to the new Armor heavy meta and a squad of Stern Guard might be the right way to go.
2 squads of Marines: A, they did better that average and held up longer that I imagined.
3 Vindicators: C, they are staying in, but I may lower the quality.
Space Wolves:
Ragnar: A – killed a whole command squad without blinking and survived quite a bit of damage the rest of the game.
Wolf Guard Battle Leader: A+++ - Took out a five man squad of terminators before they even had a chance to attack!!
Grey Hunter 1: A- Caused Lysander to take 3 wounds, blew up a Land raider gun, and kept Ragnar alive long enough to get all the way across the board.
Grey Hunter 2: A – Survived untouched the whole game, and even took out a Vindicator.
Wolf Scouts: B+ - Took out the guns on two Vindicators and killed a Tactical squad, although not as swiftly as I have come to expect from these outflanking masters
Wolf Guard 1: D – They died without a shot, but at least their drop pod contested an objective for the whole game.
Wolf Guard 2: B – Took out several IF marines, and survived a whole deal of shooting
Land Raider Redeemer: B – Best thing it did was get Ragnar and his squad into assault, after that it was pointless until it took out the IF Crusader.





Nice Pictures and Beautiful armies! I particularly like that Imperial Fists army, yellow is hard to do but you pulled it off excellently.
ReplyDeleteNot as well written as the Battle Reports that feature Overwatch but at least we get a break from his alpha striking, pin maneuver, of doom strategy. That and all his successful "Seize the Initiative" rolls...
I have to agree with Calligula on three points.
ReplyDelete1. Overwatch's Bat reps are better written. I often found my self confused as to what was going on. The turn by turn descriptions should really be done from the third person like in previous bat reps. I don't know, it just seemed more disjointed than the one's he helps write.
2. It is nice to see Overwatch not playing. His tactics are tiring and his lists leave much to be desired. Not to mention after his last tournament debacle I am beginning to think he can't win a game with out going first or seizing the initiative.
3. Those Imperial Fists kick ass. I would have loved a few close ups of those minis.
I never thought having a site where I posted my personal tactics etc. would earn me so much hatred. It is rather flattering really.
ReplyDeleteLol...SgtBarker wrote his section and I wrote mine. Maybe next time I'll edit his areas a bit more than none so it will flow better.
ReplyDeleteI prefer 1st person, as I am moving the units, they don't move themselves.
SgtBarkers' Imperial Fists look even nicer in person.
So let me get this straight. You want Overwatch's battle reports but you don't want him to play in the battle report? That's idiotic.
ReplyDeletePersonally I would like to see Dis play/write a few more bat reps.
I think it is fine to have different style bat reps on a site, it provides diversity.
"nice pictures, amazingly painted armies. you can't chose the side and than chose to go second. you either go second and your opponent chooses the side, or go first and you chose the side. you cant do both.
ReplyDeleteAlso....you popped smoke on DOW? that seems silly. Also reserving the TWC also seemed silly. I would have dropped the melta squad in my own board edge and not had them suicide for no reason. I would have kept everything back and waited for him to roll on, you can almost guarantee nothing will hit you in night fight if you stay far enough back."
That comment was left on Dakka, thought it would be worth reposting it here. Also, it seemed to me that you forgot about the night fight rules for the first turn as there was no mention of it at all... Maybe because you were playing outside in the bright sun!
Lol...I hadn't caught that when I reviewed the BR. I picked the side when SgtBarker decided to go second, then he picked his terrain to bolster. Good Catch.
ReplyDelete1) You smoke on DOW when your opponent has a a drop pod filled with a squad wielding melta guns and they have massive amounts of tanks that all have search lights that negate night fighting. The smoke on turn one saved my tanks to be used for the rest of the game.
2) I reserved my TWC to deny the fists a chance to shoot at them on round 1 and so I could keep them away from the line of shots from the Vindicators. I also knew he would go after my tanks with his drop pod so I would have a sling shot unit available when they came on board.
3) Because I dropped my squad on his objective I had a pod contesting for the whole game. If I had dropped them on my side I may have been able to get them across the board to do something but It would have been a harder battle for me to contest the IF objective. I think the Drop pod won me the game.
4) We ignored night fight because all his tanks have searchlights and all other units shot at things within 6 inches of them.
@Christopher:
ReplyDeleteI'll be back on the BatRep horse as soon as I have a fully painted force again! Maybe I'll see if Overwatch wants to get rid of his Orks, or perhaps I'll jump on the Dark Eldar Bandwagon...
What happened to your Blood Angels!?
ReplyDeleteGone to Sweden. I got tired of them pretty quick; it was like playing my White Scars all over again, just red instead of white. For me they really were just Codex Space Marines with a slightly different flavor, and I couldn't bring myself to buy a bunch of effectively vanilla assault marines to try and get the army to its full potential.
ReplyDeleteOk, this is what, your 4th bat rep? Where the hell are these Salamanders Overwatch is always talking about!? A yellow Vulkan!? FOR SHAME!!!!
ReplyDeleteNo, but in all seriousness. I want to see that army in a bat rep pronto.
Overwatch and I have a series planned of Salamaders vs. Orks. We should have the first game up soon.
ReplyDeleteAnonymous, not to worry. You will see my Salamanders in all their "Alpha Striking" "Pin Maneuver of Doom Strategy" using "tournament debacle" causing glory!
ReplyDeleteFantastic!
ReplyDeleteThank you for all the great comments. I did biff on the Land Raider unit. I have lots to learn when it comes to list building. I just need more games to work out the bugs. The writing was quick and done when too much time pasted, the life of a guy with other priorities.
ReplyDeleteThanks again for letting me play and post. I had a blast.
SGT Barker