Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

17/07/2012

First Game of 6th Edition. Blood Angels vs Wolves and Guard

 

Hi guys it’s been a while but I thought I would share a short battle report of my first game of 6th edition.

It was my Blood Angels vs. Graham’s distinctly chaotic looking Space Wolves and Imperial Guard Alliance.

1500 point army lists were roughly-

Blood Angels

HQ

1 Epistolary  with jump pack (Biomancer)

1 Epistolary (Telepath)

Troops

10 man assault squad

10 man tac squad with HB razorback

10 man tac squad

Heavy Support

Storm Raven

Predator

Fortifications

Bastion with Icarus

………………………………………………………

Space Wolves

HQ

Logan Grimnar

Troops

5 Wolfguard Terminators in Drop pod

5 Grey Hunters (with plasma) in drop pod

Heavy

Long Fangs with Multi Meltas in drop pod

Allies (Imperial Guard)

HQ

Primaris Psyker (Telepath)

Elites

Psyker Battlesquad in Chimera

Troops

Imprial Guard Platoon with Auto Cannons

Fortifications

Aegis with Quad Gun

 

Mission was purge the alien on a Vanguard Strike, Terrain heavy board.

Commander Traits were rolled for Logan got Master of Manoeuvre (useless) and I got Master of the Vanguard (a little better)

Blood Angels won the roll off deploying the bastion in the centre of their deployment with good fields of fire, one Tactical Squad was split with one half in the bastion and the other on the battlements. predator was deployed next to the bastion with some ruins as cover and the razorback parked at the back of the bastion. The Assault squad and Librarian 1 were in reserve for deep strike and the Storm Raven with Tactical Squad 2 and the other librarian was in reserve.

Space Wolves Deployment saw the imperial guard turtling up behind the aegis defence line and some ruins with the Grey Hunters, The Chimera conveying the Psyker Battle Squad was surrounded on three sides by aegis lines the Primaris was also with the Guard. Three drop pods were in reserve, one with Logan and the Long Fangs, one with the Wolf Guard and one empty.

Turn One

Blood Angels

Not much happened The predator moves forward 1 inch and is promptly immobilized by a crater! The Tactical Squad missile launcher, Predator and the bastions Icarus fire at the Hull Down Chimera with no results.

Space Wolves

Two Drop Pods arrive within inches of the bastion one with Logan and the Long Fangs which immediately put the floundering Predator out of its misery (First Blood to the Wolves, 2 Victory Points) and start pouring fire into the bastion to no avail. The wolf guard advance from their drop pod  towards the bastion. the Psyker Battle Squad cast Weaken Resolve on the Tactical Squad on the battlements which reduced their leadership to 2! Auto cannon fire from the Guard lines tear into the battlements but only succeed in downing one marine, no leadership roll needed!

End of Turn One: BA 0:2 SW

Turn Two

Blood Angels

Storm Raven Turns up on the Imperial Guard Platoons flank dodging AA fire from the Quad Gun, fires two blood strikes at the chimera stunning it and pours some fire into the Guard lines downing several. The Assault Squad Deep strikes in more or less the same location. and starts firing at the Guard Command Squad (not realising that on the level below, there is a plasma equipped Grey Hunters Squad!) The units at the bastion start a spirited defence taking down one long fang and the drop pod that delivered them (1 Victory Point)

Space Wolves

Third Drop pod Doesn’t turn up. The Wolf Guard Turn back toward the guard lines, Logan and the Long Fangs split their fire between the bastion and the Razorback, knocking out the APC’s Heavy Bolter and causing a catastrophic breach in the Bastion. The Psyker Battle Squad gets out of it’s stunned transport and again casts its nasty Weaken Resolve spell on the Assault Squad. the whole of the Guard lines and the (sneaky hiding) Grey Hunters open fire on the terrified Assault squad downing only three (and losing two Grey Hunters to gets hot!) but its enough to get them scurrying back towards their home lines)

End of Turn Two BA 1:2 SW

Turn Three

Blood Angels

The Assault Squad Rallies and heads back towards the main Guard Lines pouring fire over the aegis defences and then charging into a maelstrom of fire. The Librarian immediately hacks down the Primaris Psyker (1 Victory Point) and the rest of the squad start dismantling the quad gun and the guard around it, surprisingly the guard make a good stand and the combat is a draw. The Raven switches to hover and disgorges its Tactical Squad who set about the remains on the Guard Command Squad annihilating them (1 Victory Point) and the raven minces the Grey Hunters (1 Victory Point) at the bastion, one more Long Fang is downed and the Razorback runs for its life.

Space Wolves

The third Drop Pod Arrives giving the Wolf Guard some cover as they run back towards the under siege Guard. Logan and Long Fangs (sounds like a band name doesn’t it) finally annihilate the bastion, the survivors try to get as far away from the great wolf as possible. The Psyker Battle Squad again attempts some nasty stuff but the Blood Angels Epistolary in the Assault Squad Denies the Witch! The on-going assault sees another draw with minimal casualties on each side although the Quad Gun is destroyed.

End of Turn Three BA 3:2 SW

Turn Four 

Blood Angels

The Storm Raven Takes to the Skies and tears into the Wolf Guard downing two of them. The Assault Squad decimates the remains of the Imperial Guard, drive the survivors off the Board (2 Victory Points) and consolidates towards the Chimera. The tactical Squad turns towards the advancing Wolf Guard but their fire has little effect. The survivors from the Bastion try to escape the advancing Logan.

Space Wolves

The Wolf Guard continue to advance towards the Tactical Squad in their own deployment zone but are just out of viable charge range. Logan and the Long Fangs advance around the ruins of the bastion and gun down the survivors. (2 Victory Points) The Chimera carrying the Psyker Battle Squad drives up over its own defences to escape the advancing Assault Squad.

End of Turn Four BA 5:4 SW

Turn Five

Blood Angels

The Tactical Squad open fire with everything including the Librarians Psychic Shriek to destroy the three remaining Wolf Guard (1 Victory Point). The Combined Fire of the Assault Squad and now hovering Storm Raven Finally pop the Chimera (1 Victory Point) exposing the Battle Psykers to a nasty turn six if the game continues.

Space Wolves

Logan and the Long Fangs split their fire between the Storm Raven and the remaining Razorback, they manage to immobilize the Razorback. The Psyker Battle Squad fail their Psychic test and are left in the open between the Strom Raven and the Assault Squad.

End of Turn Five BA 7:4 SW

The Game Continues…

Turn Six

Blood Angels

The Tactical Squad destroy one of the Drop Pods (1 Victory Point). The Storm Raven Remains in a hover, pops the final drop pod (1 Victory Point) and then Scythes down the Psyker Battle Squad with it’s Assault Cannon and Hurricane Bolters(1 Victory Point). The Razorback pops smoke.

Space Wolves

With just Logan and the Long Fangs remaining they again split their fire between the Storm Raven and the Razorback, although unable to  draw a bead on the Razorback in the smoke they finally manage to bring the Storm Raven crashing to the ground (1 Victory Point).

End of Turn Six and End of Game

Blood Angels 10:5 Space Wolves

So based on this I am loving 6th Ed (winning always helps!) Star of the Show was the Storm Raven and I could seriously be tempted to run two of them although the possibility of allies gives me too many options to think about at the moment (ooh a Blood Angels Carcharodons force could really upset someone’s day!)

 

Ben

26/08/2011

Blood Angels vs Tyranids 750 points.

Popped down to Gloucester GW yesterday and had a quick game of 40k with a nice chap (can’t remember his name sorry but I’m rubbish with names) I brought 750 points of Blood Angels. The army list I was intending on using for the Cities of Death League next month. He managed to come up with a 750 point Tyranid army from a huge army he had just completed.

The lists were roughly:

Blood Angels

HQ – Librarian with Jump Pack.

Elite – Sanguinary Priest with Jump Pack, Hand Flamer, Power Weapon

Troops – Tactical Squad (10) Flamer, Missile Launcher

Assault Squad (5) Melta Gun, Sgt with Powerfist, Plasma Pistol

Assault Squad (5) Flamer, Sgt with Plasma Pistol

Scout Squad (5) Heavy Bolter

Tyranids

HQ – Hive Tyrant, (death spitter, lash whip I think) with 3 Tyrant Guard (boneswords)

Troops – Tyranid Warriors (3) not sure on weapons, no ranged though

Termigaunts (30) flesh borers

We set the table up for a Cities of Death game but decided to just play a standard mission.

We rolled Dawn of War and Annihilation.

Things went badly from the start for me. Tyranids deployed first and dominated the centre of the table, Tyrant and Guard on my right, Gaunts in the centre and the Warriors on my left. I decided to deploy my Tactical Squad in the centre at the back and infiltrated my scouts to his rear table edge keeping my Assault units and characters in reserve.

Turn 1.

Tyranids – Warriors and Gaunts turn to confront the Scouts, both units run and end up aprox 8 inches away, no shooting, no assault. The Tyrant and Guard advance towards the Tactical Squad and take two down with some precise shooting from the Tyrants Death Spitter.

Blood Angels - The scouts are doomed but they decide to engage the Warriors at ranged combat doing 0 wounds. (10 dice all crap!). The Tactical squad (also doomed) make a stupid move sort of away from the Tyrant, rapid fire and would one Guard.

Turn 2.

Tyranids – Gaunts and Warriors advance on scouts, the Gaunts take down two with shooting and the Warriors munch through the rest in the assault phase although the scouts do take one of the down and wound another. The Tyrant and Guard advance and chomp down the remains of the Tactical squad in the assault phase. I have no units left on the table (there was some debate as to if this was the end of the game but as I still had units in reserve the game was still on).

Blood Angels – Ok so I can’t really win but I will see what I can kill. I make my rolls for reserves, no units arrive this turn (honestly I rolled so many ones it was unbelievable)

Turn 3 -

Tyranids – All units move back towards the centre of the table.

Blood Angels – I roll again for the decent of angels,The unit with my Librarian turns up and I deploy it to the rear of the enemy behind the Gaunts and the Warriors, (far too close as it turns out) I get zero out of the shooting phase and can not assault. The second unit deploys but scatters into the swarm of Gaunts, rolls a 6 on this mishap table and goes back into reserve!

Turn 4 -

Tyranids – The Warriors and the Gaunts munch through the Librarian and his unit with no problems.

Blood Angels – The Sanguinary Priest seeing the demise of the Librarian and his squad decide to deploy some distance away from the enemy and in cover. using a run move to spread out.

Turn 5 -

Tyranids – All units move towards the last remaining Assault squad, the Tyrant and retinue smashing their way through the central ruin.

Blood Angels – Jumping out from cover the Marines do a suicide attack on the whole Tyranid army. Downing over half of the Gaunts in a torrent of Flamer, Bolter and Chainsword madness. The Gaunts however do not run due to the sigh of their Tyrant looming over the shoulders of the Space Marines.

We rolled for random game length and the game continued.

Turn 6 -

Tyranids – Well the Tyrant moved in and between it and the Gaunts the Marines got chomped.

Final Result:

Blood Angels 0 - 6 Tyranids

Aftermath – after shaking hands with my opponent I went through the list of things I did wrong.

1) Deployed my starting units in stupid places. The scouts were dead the moment I placed them on the table, the tactical squad wasn’t much better either.

2) Didn’t roll for Red Thirst (I keep forgetting this)

3) Deployed my first Assault Squad too close to the enemy. Again I have made this mistake a couple of times.

4) Didn’t use a single Psychic power. This is the first time I used a Librarian and need to be confident about the rules.

5) Underestimated the effect of a large unit.

Well you live and you learn. I will be tweaking my army list for the start of the league as I didn’t really have anything that can take down big monsters and I will focus on using my units far more effectively next time.

30/03/2011

Blood Angels vs Iron Hands report

well instead of giving a finely detailed report on the ins and outs of the battle I will give a nice concise report


I got my arse well and truly whooped!

I made a few significant errors during the game which lead to my army being destroyed by what I still think is an inferior force.

Error 1)

I got entirely fixated by a Land Raider Redeemer, throwing unit after unit against it when if I had kept my distance it would have posed very little threat.

Error 2)

Not understanding the rules made me ignorant of how dangerous flamestorm cannons are to even power armoured infantry. I also underestimated how hard it was to crack the armour of a Land Raider or Ironclad Dreadnought. wasting precious troops in assaults they had no chance of winning.

Error 3)
Well to be honest there isn't an error 3 as the first two mistakes lost me the game. If I had concentrated on getting troops on objectives instead of charging down the barrel of a flamestorm cannon it would have been a more even fight. I also think that some more anti armour units would be a good idea as I had real trouble with the aforementioned Land Raider and an Ironclad Dreadnought, I have already got a bike squadron on its way from ebay (it's going to need some TLC though judging by the pictures), fitting them out with melta guns is the way I'm going with them maybe add an attack bike at a later date.

As a whole it was an enjoyable battle and I will take away a number of hard learnt lessons from it but hey you can't win them all right?


10/12/2010

Blood Angels vs Dark Eldar

Well yesterday was the first proper outing for my semi painted Blood Angels. In the end I was able to muster up exactly 900 points. More or less the same as the army list published in this post. On the other side of the table from me was Rob with his newly assembled Dark Eldar force which consisted of two warrior squads with a heavy weapon of two, a unit of Reavers and two squads of witches, mounted in raiders,fully tooled up and one with a succubus. The scenario was a objective type with us each picking an objective to place in our own deployment zone.

The game ended in a draw on turn five with us having swapped objectives.

Highlights included:

My Rhinos Hunter Killer Missile living up to it's name causing one of the Raiders to explode showering debris and Witches everywhere on turn one.

The remaining Raider and the Witches now on foot sweeping towards my Terminators locking them in a deadly close combat that would last three turns (five Terminators against 16 Witches and a Succubus) on turn two.

My Assault squad managing down the last raider with plasma fire but the same squad members managing to shoot themselves and fail their armour saves in the following turn, The rest of the squad were wiped out in this ill fated attack on the Witches on turn four.

At the end of the game I was left with fours scouts, one tactical sergeant, my Captain and the Rhino. The Dark Eldar still had most of their witches left.

I learnt several things today, Dark Eldar Witches are nasty and should be avoided at all costs! It would help to know a little of the enemies stats and abilities before the game. Space Marine scouts are a nice useful unit if used to correctly and Hunter Killer missiles could be the best ten points you ever spend!



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