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Cheers for the reply. Whilst I don't believe in luck, the game would have been so much different had there not have been a chain reaction - but then, you can't get a chain reaction if the opponent doesn't deploy them together so...
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  • 2 months later...

Blood Angels Death Company Vs Ultramarines - 1850 points

Army Lists

Blood Angels

List discussion

Flesh Tearers Strike Force – Lord of Cretacia (re-roll FT Warlord Traits); Explosion of Bloodlust (Rage on a charge roll of 10+)

  • Chaplain - Warlord
  • Scout Squad
  • Assault Squad (Drop Pod)
  • Predator (Autolas)
Strike Force Mortalis – Crusader; Fury of the Forlorn (basically, Rampage)
  • Chaplain
  • Two squads of Death Company (Rhino)
  • One squad of Death Company
  • Death Company Dreadnought (Drop Pod)
  • Death Company Dreadnought
  • Stormraven Gunship
Oathsworn Detachment
  • Imperial Knight Paladin

gallery_62972_9890_181761.jpg

Ultramarines

Victrix Detachment – Objective Secured (all non-vehicle units); Sons of Ultramar (re-roll Warlord Traits); Perfect Doctrine (all Ultramarines benefit from each Tactical Doctrine, use once per game whenever you like)

Battle Demi Company

  • Captain
  • Three Tactical Squads
  • Attack Bike
  • Centurion Squad
Strike Force Command
  • Roboute Guilliman – Warlord
1st Company Veterans
  • Terminator Squad
  • Terminator Assault Squad
  • Sternguard
Allied Detachment
  • Librarian
  • Scout Squad
  • Drop Pod
Deployment

Mission: Tactical Escalation

Setup: Dawn of War

The board is a Realm of Battle board with six tiles of the order:

ABC

DEF

There are hills on all the external corners. All structures are ruins and follow the BRB rules for them, but the ground floor of a ruin offers no cover save or imposes no movement penalties. Ascending a floor is done via an access point or climbing the edges/through a window, descending is done via an access point of by jumping. Tiles A has a ruin on it's a boundary to Tile B and a crashed lander on it's boundary to Tile D. Tile B has a ruin near its board edge whilst tile C has a forest on its boundary to Tile F and the rest of the lander at its internal corner that stretches into Tiles E and F. Tile D has forest that's near its internal corner and there's a large ruin in the middle of Tile E.

Obj1 is in Tile D's forest, Obj2 is by the statue and Obj3 is as close as possible to the external corner of Tile F. Obj 4 is on the hill in Tile C, Obj5 is in Tile E's ruin and Obj 6 is out in the open near the centre of Tile A. Mysterious Objectives are not in play.

The Chaplain’s Warlord Trait was Master of Ambush, whilst Guilliman's trait was Master of Strategy (+4 to Seize the Initiative). The Librarian rolls for Invisibility and Terrify to compliment Force and Psychic Shriek. Death from the Skies content was not in use.

Deploying first, the Blood Angels set up the Knight and Predator in Tile A. All are in cover. The Stormraven (with the third Death Company squad and second Death Company Dreadnought), and the two Drop Pods (DCD 1 and RAS respectively) start in Reserve .

The Ultramarines deploy in a line along the edge of their deployment zone in the order Razorback → Attack Bike → Tactical Squad 1 (T1) → RG → Terminator squad 1 (TDA1) → Rhino (containing T2). A Drop Pod (containing the grav-cannon armed Centurions (Gravturions) and Librarian) and TDA2 are set up in Reserve.

The Rhinos containing the DC and both Chaplains Infiltrate ahead of their deployment zone on the edge of Tiles A and D. The Scouts deploy a bit further forward. The Ultramarine Scouts are behind a building in the middle of the battlefield.

Unsurprisingly, the Ultramarins Seize the Initiative.

gallery_62972_9890_122944.jpg

Turn One

Ultramarines

~ Tactical Objective (TO) 46 (Dominion) is drawn

~ The Gravturions' Drop Pod lands in Tile A by the Predator. Everything else advances

~ Invisibility is cast on the Gravturions

~ Guilliman, the Terminators and the Tacticals (T1) all Run. The Gravturions strip 2 HP from the Knight.

Blood Angels

~ TO 42 (Behind Enemy Lines) is drawn

~ The RAS's Drop Pod lands in Tile F behind the Terminators whilst the Knight and Predator advances on the Gravturions. The Scouts move towards RG and the Rhinos blast into Tile E.

~ The RAS melt two Terminators and RG takes a wound from the Scouts (!)

~ The Knight charges and Stomps the Gravturions, who lose two and its Librarian takes a wound

~ TO 42 is claimed for 1 VP

UM: 0-1 :BA

gallery_62972_9890_780494.jpg

Turn Two

Ultramarines

~ TOs 25 (Secure Objective 5) is drawn

~ A Drop Pod full of Tacticals (T3) arrive in Tile A, with its cargo lining up behind the Predator. The Scouts and Terminators move towards the Rhinos, whilst T1 and their Bolterback move towards the centre. The Attack Bike retreats back to Tile C and RG notices the Scouts...

~ Invisibility is cast on the Gravturions

~ RG guns down two Scouts and T3 knock 1 HP off the Predator

~ RG obliterates the Scouts in combat (First Blood)

~ TO 25 is claimed for 1 VP and 46 is claimed for 4 VP 0.o

Blood Angels

~ TOs BA15 (Swift Advance, Obj 2&5 selected) and 46 (Dominion) are drawn

~ The RAS advance on an enemy Rhino whilst the DC get out of theirs and use their Rhinos to block RG's charge lane. The Predator Tankshocks the Scouts to no avail

~ The RAS knock 2 HP of the Rhino, which the Predator then finishes off

~ The RAS charge the contents (T2) but lose one of their member to Overwatch... The Knight finishes off her opponents

~ TO 46 is discarded

UM: 6-1 :BA

gallery_62972_9890_1210836.jpg

Turn Three

Ultramarines

~ TOs 21 (Secure Objective 1), 51 (Overwhelming Firepower), and 66 (Big Game Hunter) are drawn

~ T1s Bolterback moves towards RG, the Attack Bike moves towards the Drop Pod, the Terminators continue their advance on the Death Company but their Captain breaks off and moves towards Obj5

~ RG wrecks a Rhino

~ The Terminators charge the Death Company containing the Warlord and dispatch three DC plus the Chaplain (Slay the Warlord) for one loss. The Scouts charge and pop the Predator whilst one assault marine dies in the protracted RAS-T3 fight.

~ TOs 21, 51 and 66 are claimed for 1 VP apiece

Blood Angels

~ TOs 32 (Secure Objective 2) and 44 (Ascendancy) are drawn

~ The first Death Company Dreadnought arrives via Drop Pod near the Tacticals on Obj2. The Knight moves only Obj6 and the Death Company squad with the Chaplain heads towards Obj5. Meanwhile, a Rhino manages to get itself immobilised...

~ Combined fire from the Knight and Drop Pod removes four Tacticals on Obj2 (the Drop Pod also loses 1 HP through friendly fire...)

~ The Knight engages and destroys an enemy Drop Pod. The RAS kill a Tacitical Marines for two loses of their own

UM: 10-1 :BA

gallery_62972_9890_548973.jpg

Turn Four

Ultramarines

~ TOs 26 (Secure Objective 6), 33 (Secure Objective 3) 45 (Supremacy) and 64 (Assassinate) are drawn

~ Second Squad of Terminators (TDA2) arrive by the Scouts. The Bolterback and Attack Bike circle around the DCD, with T2 disembarking. T1 advances further and RG moves towards the Death Company.

~ T1, T2 and the Attack Bike combine to wreck the DCD. RG guns down 1 DC

~ T3 lose another member but wipe the RAS. RG smushes the DC and their Chaplain.

~TOs 26, 33, 45 and 64 are claimed for 1 VP apiece.

Blood Angels

With the score being 14-2 (including Linebreaker), the BA conceed.

However, the Stormraven arrives from Reserve and unloads everything into RG which is all saved. Then the DC and DCD disembark and charge generating a whopping number of attacks (nine from the DCD alone) but only one wound is caused (for two DC loses). Bonkers.

gallery_62972_9890_212652.jpg

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  • 3 weeks later...

Final seventh edition 40k match:

Blood Angels Death Company Vs Imperial Knights - 1850 points

Army Lists

Blood Angels

Flesh Tearers Strike Force – Lord of Cretacia (re-roll FT Warlord Traits); Explosion of Bloodlust (Rage on a charge roll of 10+)

  • Chaplain - Warlord
  • Scout Squad
  • Assault Squad (Drop Pod)
  • Predator (Autolas)
Strike Force Mortalis – Crusader; Fury of the Forlorn (basically, Rampage)
  • Chaplain
  • Two squads of Death Company (Rhino)
  • One squad of Death Company
  • Death Company Dreadnought (Drop Pod)
  • Death Company Dreadnought
  • Stormraven Gunship
Oathsworn Detachment
  • Imperial Knight Paladin
gallery_62972_9890_181761.jpg

Imperial Knights

Household Detachment – Objective Secured; Knight Commander (re-roll IK Warlord Traits); Lord Baron (Warlord becomes a Character, can take Heirlooms of the Knightly houses, gains +1 WS & BS)

  • Warden – Warlord/Baron
  • Two Gallants
  • Errant
  • Paladin
Deployment

Mission: Tactical Escalation

Setup: Dawn of War

The board is a Realm of Battle board with six tiles of the order:

ABC

DEF

There are hills on all the external corners. All structures are ruins and follow the BRB rules for them, but the ground floor of a ruin offers no cover save or imposes no movement penalties. Ascending a floor is done via an access point or climbing the edges/through a window, descending is done via an access point of by jumping. Tiles A has a ruin on it's a boundary to Tile B and a crashed lander on it's boundary to Tile D. Tile B has a ruin near its board edge whilst tile C has a forest on its boundary to Tile F and the rest of the lander at its internal corner that stretches into Tiles E and F. Tile D has forest that's near its internal corner and there's a large ruin in the middle of Tile E.

Obj1 is on the crashed Lander that stretches over Tiles C, E, and F. Obj2 is on boundary of Tiles A and B close to the ruin and Obj3 is nestled into Tile E's ruin. Obj 4 is by the statue, Obj5 is in Tile C-F's forest and Obj 6 is out in the open near the centre of Tile A. Mysterious Objectives are not in play.

The Chaplain’s Warlord Trait was Conqueror of Cities (Move Through Cover [Ruins] and Stealth [Ruins]), whilst the Baron's trait was Knight Seneschal (+1 attack for the Baron). Death from the Skies content was not in use.

Deploying first, the Blood Angels set up the Knight and Predator in Tile A, with the Predator using the Knight as cover. Both Rhinos start behind the trees in Tile D. The Stormraven (with the third Death Company squad and second Death Company Dreadnought), and the two Drop Pods (DCD 1 and RAS respectively) start in Reserve .

The Knights deploy in a line along the edge of their deployment zone in the order Gallant 2 (G2) → Gallant 1 (G1) → Errant . The Paladin starts in the middle of Tile C and the Baron starts in the middle of Tile F

The Scouts start just behind Tile E's ruin.

gallery_62972_9890_299901.jpg

Turn One

Blood Angels

~ Tactical Objective (TO) 32 (Secure Objective 2) is drawn

~ The Pod with the RAS arrives behind the Errant. The Knight and Predator advance towards G2 whilst the Rhinos skirt around the forest to the “southern” board edge.

~ RAS and Predator combine to knock 2 HP off the Errant

~ TO 32 is claimed for 1 VP

Imperial Knights

~ TO 44 (Ascendency) is drawn

~ G1 heads towards the Drop Pod, with G2 moving to engage the BA Knight

~ The Errant nukes a Rhino containing the DC and non-Warlord Chaplain (DCC). The Baron takes 1 HP off the other Rhino and wipes the RAS (First Blood)

~ The Baron pops the Drop Pod in Tile F

~ TO 44 is claimed for 2 VP

BA: 1-3 :IK

gallery_62972_9890_640816.jpg

Turn Two

Blood Angels

~ TOs 25 (Secure Objective 5) and 46 (Domination) are drawn

~ The DC with the Warlord (DCW) disembark and the Rhino heads towards Obj5, while the Scouts move into the Ruins in Tile E. The Stormraven enters play and moves centrally towards the Errant. Both the Knight and Predator head towards G1

~ The Stormraven knocks 1 HP off the Errant and the Predator matches this damage on G1

~ The Knight charges and quickly dispatches G1 for no return damage (!)

Imperial Knights

~ TOs 55 (Psychological Warfare) and 66 (big Game Hunter) are drawn

~ Both G1 and the Paladin advance, whilst the Baron sidesteps for a better firing position...

~ However, only 1 DC dies to the Baron's fire and the Paladin knocks 1 HP off the Stormraven

~ The Errant charges the DC and kills two more

~ TO 55 is discarded

BA: 1-3 :IK

gallery_62972_9890_963452.jpg

Turn Three

Blood Angels

~ TO 33 (Secure Objective 3) is drawn

~ The Pod with the second Death Company Dreadnought (DCD2) arrives behind the Baron. The Stormraven enters Hover mode to allow DCD1 and it's DC cargo to disembark towards the Errant

~ G1 loses 1 HP from combined fire.

~ The Scouts, DC and DCD1 charge the Errant, with DCD1 doing the 2 HP needed to destroy it. The Knight charges the Paladin doing 1 HP but taking one in return, with the Paladin's stomp attack managing to catch and wreck the nearby DP and DCD2... 0.o

~ TO 33 is claimed for 1 VP, and 46 is discarded

Imperial Knights

~ TOs 32 (Secure Objective 2) and 53 (No Prisoners) are drawn

~ G1 shuffles into a better position to reach the Stormraven

~ A squad of DC are wiped out from shooting and the DCD looses an arm.

~ G1 charges the Stormraven and wrecks it. The BA Knight and Paladin destroy each other.

~ TOs 53 and 66 are both claimed for two VP apiece.

BA: 2-6 :IK

=][= IMAGE REDACTED =][=

Turn Four

Blood Angels

~ TOs BA13 (Purity Through Bloodshed), 45 (Supremacy) and 61 (Kingslayer) are drawn

~ Remaining DC head towards G2 whilst the Predator draws a bead on the Baron

~ Ineffective shooting

~ The DC charge and knock 3 HP off the Gallant. In return the DCD and Chaplain (Warlord) perish (Slay the Warlord)

~TO 45 is cashed in for 3 VP

Imperial Knights

~ TOs IK12 (Duel of Honour), IK15(Honour of the House), 22 (Secure Objective 2) and 24 (Secure Objective 4) are drawn

~ G1 advances on the Predator, the Baron goes after the Rhino

~ The remaining DC are removed from the game by the Baron

~ The Rhino is charged and destroyed by the Baron, whilst the Gallant charges and takes out the Predator

~ TO IK15 is claimed generating 3 VP

BA: 5-14 :IK

=][= IMAGE REDACTED =][=

Turn Five

Blood Angels

~ The Scouts charge the Gallant and explode it with a melta bomb, but they all die in the ensuing explosion.

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  • 2 months later...

A couple of quick battle reports (read: not my usual standard) from my first ever games of 40k 8th edition.

Blood Angels Vs Harlequins - 500 points

This game is against the B&C's GawFang.

Army Lists

Patrol Detachment

  • Corbulo - Warlord

  • Scout Squad

  • Attack Bike

  • Death Company with Razorback

Harlequins

Patrol Detachment

  • Trope Master – Warlord

  • Two Tropes

  • Shadowseer

Deployment

Mission: Retrieval Mission

Setup: Dawn of War

On the Tau board at Warhammer World. This one was quite open bar a few trees and the odd bunker. Four objectives were placed around the board. The BA Scouts deployed on an Objective near their deployment zone, whilst the Attack Bike and Assback (containing Corbulo and the Death Company) deployed on the other side. Opposing them sat the Harlequins all clustered up. The Harlequins got first turn.

gallery_62972_9890_64483.jpg

Turn One

T1 for the Harlequins was over quickly as they advanced on the Blood Angels

The Scouts reacted by moving into line of sight of their quarry whilst the Assback and Attack Bike stayed at range picking off the odd Harlequin.

gallery_62972_9890_1123734.jpg

Turn Two

Rinse and repeat for the Harlequins, with the odd spell thrown in for good measure

Scouts moved closer for a better angle, and a couple more xenos died to combined fire. DC alighted their transport but failed their charge.

gallery_62972_9890_1013444.jpg

Turn Three

Harlequins charged. Brutal. Only Corbulo and one DC survive. Razorback and Attackbike get pulled into combat but less than a handful of Harlequins are beaten.

gallery_62972_9890_37849.jpg

Turn Four

Scouts head back to their Objective. Combat continues with Corbulo and DC perishing (Slay the Warlord and First Blood). The Shadowseer dies leaving two from each Trope and the Master remaining.

gallery_62972_9890_1012729.jpg

Turn Five

Scout reach the safety of their Objective. Razor disengages with two wounds left, but the Attack Bike is destroyed.

gallery_62972_9890_1145209.jpg

Harlequins have Linebreaker and the Scouts have the only Objective of the game.

Harlequins – 3:3 – Blood Angels

Blood Angels Vs Space Marines - 500 points

This game is against the B&C's Olis.

Army Lists

Patrol Detachment

  • Corbulo - Warlord

  • Scout Squad

  • Attack Bike

  • Death Company with Razorback

Space Marines

Patrol Detachment

  • Techmarine – Warlord

  • Two Tactical Squads

  • One Assault Squad

  • One Scout Squad

  • One squad of Company Veterans

Deployment

Mission: Tactical Escalation

Setup: Dawn of War

On the Tau board at Warhammer World. This one had the centre complex with trees and the odd building surrounding the perimeter wall. Six objectives were placed around the board. The BA Scouts deployed onto the building roof near the center of the board, whilst the Attack Bike deployed in the trees on the right hand side of their deployment zone. The Assback (containing Corbulo and the Death Company) deployed behind the perimeter wall and relatively central . The Marines' Scouts sat on an Objective opposite the Attack Bike. The Veterans were at the forefront and near Objective 1, with the two Tactical Squads fanned out around them. Behind that, sat the Techmarine and the RAS.

gallery_62972_9890_91397.jpg

Turn One

The Marine Scouts are purged (First Blood) as the Assback moves closer to the action. In retaliation, the Marines advance on their quarry whilst plinking off a few wounds from the Assback despite its cover.

gallery_62972_9890_251030.jpg

Turn Two

The Attack Bike makes a dash for the free Objective, but is headed off by the Marine RAS. One of the Tactical Squads perishes, but so does the Assback which disgorges its cargo near the perimieter wall.

gallery_62972_9890_509067.jpg

Turn Three

The Death Company get a charge off on the Tactical Squad and destroy them with ease, but this leaves them at the mercy of the Company Veterans who offer no remorse as they gun them down. Meanwhile, the BA Scouts have sniped the Techmarine (Slay the Warlord) and the Attack Bike has engaged the RAS in combat.

gallery_62972_9890_971494.jpg

Turn Four

Despite being up on secondaries, the Blood Angels were behind on primaries and needed to land some objectives. With the tower being so high, it was decided to treat it like a vehicle (so you embark it for a turn and disembark it the following turn) – hence why the BA Scouts are lying down. Meanwhile the Attack Bike is destroyed in combat leaving three RAS alive

gallery_62972_9890_50124.jpg

Turn Five

The BA Scouts disembark from the tower and get to work, but are eventually beaten in combat by the remnants of a Tactical Squad. Of the Marine force, there are three RAS, three Tactical Marines and two Company Veterans left alive.

gallery_62972_9890_590328.jpg

Marines win.

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  • 2 months later...

Blood Angels Vs Harlequins - 1000 points



Army Lists


Blood Angels
Battalion Detachment
  • Captain - Warlord
  • Chaplain
  • Company Veterans with Drop Pod
  • Three Scout Squads
  • Scout Bike Squadron
  • Tarantula with twin heavy bolters
  • Tarantula with twin lascannons

gallery_62972_9890_933778.jpg


Harlequins
Battalion Detachment

  • Trope Master – Warlord
  • Two Shadowseers
  • Death Jester
  • Three Tropes
  • Two Skyweaver squads

gallery_62972_9890_746235.jpg


Deployment

Mission: Deadlock
Setup: Hammer and Anvil
The board is a Realm of Battle board with four tiles of the order:







AB


CD




The board is a Sector Imperialis one with a road running along the middle of all the tiles. A and C have the straight bits, B and C have the T-junctions and they are all joined together. Each tile has a smattering of ruins alongside the road with actual buildings kept to a minimum (there's one in tile B close to the middle of the board and one that runs along the C/D join). All pipes, stacks, crates are treated as regular terrain.
The six Maelstrom objectives are placed as follows: #1 is in the middle of tile Cby the pipeline, #2 is in the middle of tile D and also on the pipline. #3 is under the ruin on the tile A/C interface, whilst #4 is by the central building and just in tile D. #5 is on the far side of the road in tile A and finally, #6 is on the T-junction of tile B.


gallery_62972_9890_271103.jpg

Both Warlords (BA Captain and Trope Master) opt for the Tenacious Survivor (6+++) Warlord Trait . The red Shadowseer has the Fog of Dreams (-1 to hit) spell and the yellow has the Mirror of Minds (keep dicing off until you beat the Seer or die from mortal wounds) spell, both of which compliment Smite.
For the Blood Angels, the lascannon Tarantula (TL) deploys high in a ruin in tile B, whilst the first combat squad of sniper rifle-armed Scouts (with the missile launcher, SR1) sit high in a ruin in tile D. On the floor below, sits the heavy bolter Tarantula (THB). The large squad of Scouts with the bolters (SB) occupy the central building and both combat squads of choppy Scouts (S1, S2) are as far forward as possible on the outside edge of tile B. The second squad of snipers (SR2) is just behind on a ledge and the Scout Bikes sit as central as they can and out of sight. Everything else is inside the Drop Pod in reserve.


gallery_62972_9890_133989.jpg

Just 9” away from the choppy Scouts lie the first Trope (T1) and Shadow Seer (SS1) in cover. Across the street in tile A there is a ruin which has the first bike squad (B1) on the first floor and huddled underneath lie the Trope Master, second Trope (T2) and second Shadow Seer (SS2). In the central ruin on their deployment zone sit the third Trope (T3) and in the back corner of Tile C sit the Death Jester and the second squad of bikes (B2).


gallery_62972_9890_533755.jpg


Turn One


Blood Angels
~ Tactical Objectives (TO) 24 (Secure Objective 4), 31 (Defend Objective 1), 51 (Overwhelming Firepower), 61 (Kingslayer), 62 (Witch Hunter), and 64 (Assassinate) are drawn
~ The Scout Bikes blast onto Obj4 whilst S1 and S2 move towards T1
~ SB inflicts 2W on B1, S1 does 1W to T1 and S2 kills four from T3
~ S1 and S2 charge T1. S2 opts to go first and deals 2W to SS1. T1 then interrupt and swat aside S1 (First Blood) before SS2 kills a Scout from S2
~ TO 24 is claimed for 1VP and 31 is discarded


Harlequins
~ TOs 15 (Secure Objective 5), 21 (Secure Objective 1), 24 (Secure Objective 4), 43 (Hold the Line), 44 (Mission Critical Objective {#6}), and 52 (Blood and Guts) are drawn
~ The Death Jester moves onto Obj1. T1 and SS1 fall back from combat and move towards SR2, with B1 bringing their weapons to bear on S2. B2, T2, T3 and SS2 all move towards the Scout Bikes. Finally, the Master moves into cover.
~ Using a re-roll, SS1 smites a Scout from S2. Meanwhile, Fog of Dreams is cast on SB and a wound is taken from another smite on the Scout bikes.
~ B2 dishes out another 3W on the Scout bikes, whilst B1 guns down a single member of S2
~ SS1 finishes off S2 before SR interrupts the flow to kill one from T1. In return they lose four members and the survivors promptly run away. T2 finishes off the Scout bikes.
~ TO 21, 24, 43, 52 are claimed for 1VP apiece and 44 is discarded
BA: 1-5 :HQ


gallery_62972_9890_542000.jpg

Turn Two

Blood Angels
~ TO 23 (Secure Objective 3) is drawn
~ The Drop Pod arrives in Tile C, with its contents moving towards T3
~ Combined fire sees three die from T2, T3 destroyed and SR1 manages to take a wound off SS2
~ The Chaplain and SB charge and annihilate T2
~ TO 51 was claimed for 1 VP whilst 23 was discarded


Harlequins
~ TOs 13 (Secure Objective 3), 33 (Defend Objective 3), 42 (Behind Enemy Lines), and 54 (Area Denial) are drawn
~ T1, SS1 and the Master move towards SB, whilst SS2 moves towards the Chaplain. B1 kites the proceedings whilst B2 moves onto Obj3. The Death Jester moves into the cover of the central ruin in his desployment zone
~ SS2 casts Smite on the Chaplain causing two wounds
~ The Death Jester adds another wound to the Chaplain and further fire only manages to kill two Scouts from SB
~ SS2 charges and dispatches the Chaplain. T1 and the Master charge SB causing six deaths. Another flees leaving the Sergeant
~ TOs 13 and 15 are cashed in for 1 VP apiece
BA: 2-7 :HQ


gallery_62972_9890_453948.jpg


Turn Three


Blood Angels
~ TO 46 (Domination) is drawn
~ The Captain and Company Veterans advance towards the SS1, B2, Master group
~ The Captain melts the Shadow Seer, with the Company Veterans putting four wounds on the bikes
~ The The Company Veterans charge B2 but neither side does any damage. The Captain charges the Master with both combatants dealing 1W to the other. Elsewhere, the Scout Sergeant kills another two from T1 before being cut down, and the Captain takes a further 2w from nearby Harlequins
~ TOs 62 and 62 are claimed for 1 VP apiece, whilst 46 is discarded


Harlequins
~ TO 46 (Domination) is drawn
~ Both squads of bikes pull back into cover. The Master and T1 fall back to 1” away from the Captain whilst SS1 moves into range of the Company Veterans
~ Smite finishes off the Company Veterans
~ The Captain is then shot to pieces from everything else (Slay the Warlord)
~ TOs 33 is claimed for 2VP, 54 is claimed for 1 VP, and 46 is discarded
BA: 4-11 :HQ


gallery_62972_9890_141860.jpg

Game called, Harlequins wins

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  • 5 weeks later...

Blood Angels Vs Imperial Knights - 1750 points

Nb: This is with the Index


Army Lists


Blood Angels
Battalion Detachment
  • Mephiston- Warlord
  • Corbulo
  • Two Scout Squads
  • Two Tactical Squads
  • Stormraven Gunship
  • Death Company and Rhino (R2)
  • Vanguard Veterans and Rhino (R1)
  • Cullexus Assassin
  • Aegis Defence Line

gallery_62972_9890_826484.jpg


Imperial Knights
Super Heavy Detachment

  • Imperial Knight Gallant
  • Imperial Knight Paladin – Warlord
  • Imperial Knight Paladin
  • Imperial Knight Errant

Deployment
Mission: Tactical Escalation (BA Tactical Priority is Take & Hold, IK is Annihilation)
Setup: Hammer and Anvil
The board is a Realm of Battle board with six tiles of the order:


ABC

DEF



The board is a ruined city complex with a road running centrally from A-C and D-F. This join via a T-junction with a road that runs down the middle of A-D. The various ruins are simply, ruins. The pipe working are barricades, anything else (crates/furnace/central box building) is simply terrain
Obj1 is on the box building, Obj2 is amongst the crates in the middle of the board, and Obj3 is on the adjacent pipe working in Tile B. Obj4 is at the base of a ruin in Tile F, Obj5 is on the base of a ruin in Tile D, and Obj6 is amongst the pipe working in Tile E.


gallery_62972_9890_506864.jpg

Mephiston is the Warlord and has Legendary Fighter (+1 Attack). In addition to Smite he has Blood Boil, Unleash Rage and Shield of Sanguinius.
The Stormraven (with the “choppy” Scout Squad, S2 inside) deploys in the corner of Tile A and the Scorpius hides behind the central box building that the second Tactical Squad (T2) occupy. The Aegis Defense Line sets up in Tile A with the first Tactical Squad (T1) nearby and just in front of them, high up in some ruins, sits the “sniper” Scout Squad (S1). Hiding behind a ruin in Tile D near to the road is the first Rhino (R1) that contains the Vanguard Veterans (VAS) and Mephiston. The other Rhino (R2) is close by and this contains the Death Company and Corbulo. The Cullexus is in Reserve.

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The Imperial Knights Warlord, a Paladin, takes the Legendary Fighter (+1 Attack) Warlord Trait.
The pretty much deploy in a line along their deployment zone, running from tile C->F is the Paladin Warlord; Errant; Gallant; Paladin.
Blood Angels Seize the Initiative!


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Turn One
Blood Angels
~ Tactical Objective (TO) 14 (Secure Objective 4) is drawn
~ The Cullexus appears in the IK's deployment zone behind the Errant. Both Rhino's dash forward whilst the Stormraven zooms into the middle of Tile E
~ The Stormraven knocks two wounds off a Paladin before its remaining weapons (and everyone else's) strip eight wounds from the Errant
Imperial Knights
~ TO 62 (Witch Hunter) is drawn
~ The Gallant moves down the FED road
~ The first Paladin knocks four wounds off R1, whilst the other Paladin and Gallant can only deal one wound apiece to the cullexus
BA: 0-0 :IK


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Turn Two
Blood Angels
~ TO 32 (Defend Objective 2) is drawn
~ T1 adjust position inside it's defense line whilst R1 heads towards Obj2, R2 moves towards the Gallant, and the Stormraven moves into tile F after letting its cargo (S2) out.
~ The Stormraven takes the Gallant down to eleven wounds, further fire strip another wound off the Errant
Imperial Knights
~ TO 12 (Secure Objective 2) is drawn
~ The Gallant moves towards R2
~ The Errant deals eleven wounds to the Stormraven before the Paladin Warlord kills it (First Blood)
~ The Gallant charges and kills R2, with two Death Company perishing in the explosion. The other Paladin charges the Scouts and despite killing five of them, they hold.
~ TO 12 was discarded
BA: 0:1 :IK


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Turn Three
Blood Angels
~ TO 44 (Mission Critical Objective [5]) is drawn
~ Mephiston disembarks R1 and heads towards the Gallant, whilst the tank moves onto Obj2. The Cullexus moves into line of sight of the Errant and the S2 fall back from the Paladin into some ruins which happen to house Obj4...
~ Unleash Rage is cast on the Death Company and Smite peels two wounds off the Gallant
~ The Scorpius knocks four wounds off the Paladin (it's now lost seven total) and everything else takes away three from the Errant (who's now lost fourteen total)
~ Mephiston and the Death Company charge the Gallant. The Gallant is now left on four wounds, and so is Mephiston
~ TO 14 is claimed for 1 VP
Imperial Knights
~ TOs 25 (Secure Objective 5) and 41 (Advance) are drawn
~ The Paladin moves towards the S2 whilst the Errant moves into Tile C away from the Cullexus
~ One Scout dies to stubber fire whilst the Errant knocks five wounds off R1. Both Paladins then combine to explode it
~ Mephiston easily dispatches the Gallant in combat
~ TO 25 is discarded
BA: 1-1 :IK


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Turn Four
Blood Angels
~ TOs 31 (Defend Objective 1) and 34 (Defend Objective 4) are drawn
~ The DC move onto Obj5 whilst the VAS move onto Obj2. Corbulo and Mephiston move out of line of sight and Mephiston is healed
~ Shield of Sanguinius is cast on the DC
~ Combined fire plinks another wound off the Errant (fifteen total lost) and two more on the Paladin (nine total lost)
~TO 32 is claimed for 2 VP while 44 is claimed for 1 VP. 34 is discarded
Imperial Knights
~ TOs 52 (Blood and Guts) and 55 (Psychological Warfare) are drawn.
~ The Errant moves towards the IK player's board edge
~ The Paladin unloads on the VAS leaving only one survivor. The Paladin Warlord kills three members of the DC
~ The Paladin then swats the remaining Scout from S2 aside
~ TO 52 is claimed for 1 VP
BA: 4-2 :IK


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Turn Five
Blood Angels
~ TOs 24 (Secure Objective 4), 26 (Secure Objective 6), 33 (defend Objective 3) and 56 (Master of the Warp) are drawn
~ The DC move onto Obj6, whilst the VAS move towards the Paladin
~ Shield of Sanguinius is cast on T2
~ The Scorpius knocks eight wounds off the Paladin to leave four remaining. Meanwhile, combined fire takes the Errant down to seven wounds remaining
~TO 31 is claimed for 2 VP whilst 26 and 56 are claimed for 1 VP apiece. 24 is discarded
Imperial Knights
~ TOs 14 (Secure Objective 4), 26 (Secure Objective 6) and 66 (Priority Orders Received [11 – Secure Objective 1]) drawn.
~ The Paladin destroys the VAS whilst the Errant obliterates four from S1
~ TO 14 is claimed for 1 VP whilst 26 is discarded
BA: 8-3 :IK

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The game is over at this point. Blood Angels have Linebreaker, +1 for Tactical Priority and -1 for Tactical Priority. BA wins 9-3.

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  • 8 months later...

Blood Angels Vs Harlequins - 1500 points

Nb: this is just a summary of the game rather than a full blown report



Armies
Blood Angels

Dreadnought List - 1500

Librarian Dreadnought - Warlord
Lieutenant - Veritas Vitae
Captain
Three Scout Squads
Devastator Squad
Relic Contemptor Dreadnought
Mortis Dreadnought
Furioso Dreadnought
Relic Leviathan Dreadnought

Battalion + Spearhead - 9 CP


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Harlequins - led by the B&C's @GawFang

Troupe Master
Three Harlequin Troupes
Three Shadowseers
Solitaire
Death Jester
Three squads of two Skyweavers

... maybe 8/9 CP?


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Pregame

Mission is Kill Confirmed (Chapter Approved 2017, page 74)

Basically, BA deployment is the Devastators and shooty Scouts in some ruins, with the three shooty Dreadnoughts, Captain, and Lieutenant in cover. The Furioso protects one flank whilst the Furioso Librarian in placed centrally. A large Troupe is off the board for Webway Assault in the first turn. The two smaller squads and attached Seers are hidden (along with the Master), whilst the bikes are fairly well hidden too. The Death Jester, Solitaire, and another Seer are holding hands in the back corner...
Oh, and he Seizes the Initiative :/


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The game

So basically, everything moves forward. The Troupe appear via the Webway, whilst the three characters use Heroes Path to do the following: The Solitaire targets the Devastators, the Death Jester appears on the other flank to see the shooty Dreadnoughts and Charaters, the Seer appears alongside the large Troupe... which is making a beeline for the Scouts by the central objectives (as you can see, we're not using the beta rules...) Shooting sees the Furioso take a lot of haywire before dieing, the Mortis is reduced to two wounds, and the Characters and Scouts take a few wounds. Next the large Troupe assaulted the shooty Dreadnoughts (this lasted into my second turn before they were all purged, but some Dreadnoughts became unengaged after this initial assault) and the choppy Scouts bore the brunt of the assault from the smaller Troupes. The Solitaire charged the Devastators in a fight which went on for two and a half turns before the Devastator Sergeant emerged victorious (having spent far too many CP trying to swat it aside).

Retaliation wasn't much cop tbf. Having become unengaged, the Leviathan moved to the left flank whereby it fluffed it's lines completely. First it shot the bikes whiffing everything (meltagun and grav weapon), then it fired it's heavy flamers at the Death Jester and charged it, only for it to survive. (Next turn it moved away which allowed the Skyweavers to haywire the Leviathan to death...) Stuff moved, the Contemptor's lascannon did as well as expected (i.e one hits that does four wounds to a Skyweaver), the Scout Sergeant's sniper rifle did two wounds on a Seer (!) but the Hellfire shell missed... These Scouts didn't get another chance to shine. The Furioso Librarian failed Wings so didn't do much either, and so on.


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It got to around turn four where once my Warlord (the Librarian Dreadnought) was dead that I called it. I was already down something silly like 14-4 and couldn't score my cards or kill anything...


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Edited by Jolemai
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Blood Angels Vs Grey Knights - 1000 points

Nb: this is just a summary of the game rather than a full blown report




Armies
Blood Angels

Dreadnought List - 1500 (but reduced to 1k)

Librarian Dreadnought - Warlord
Lieutenant – The Angel's Wing
Captain - Veritas Vitae
Three Scout Squads

Devastator Squad
Mortis Dreadnought
Furioso Dreadnought


Battalion 8 CP


Grey Knights


Kaldor Draigo (yes, really)
Interceptors
Rhino (maybe a five man squad inside? No idea)
Two Stormtalons


CP 3
Apparently this was correct but then something was amiss in the list above. Apparently he had a Patrol Detachment which would have meant a five man squad (and thus, over 1k points), but if not then this would be a Unbound army (so zero CP). Got to love PUGs...


Pregame


Mission is Field of Glory (Open War cards)


Basically, BA deployment is the Devastators in a ruin at the back and the shooty Scouts in a ruin in front of them. Between them was our "home" objective. The Captain, Lieutenant, and Contemptor were out of sight by the Devastators, the two choppy Scout Squads were pushed up as close to their deployment quarter/board edge as possible, and the Furioso and Librarian Dreadnought were at the front of my Deployment zone. The GKs castled up in their opposite corner (with the Rhino on their objective) and for those unfamiliar with this mission, a third objective was in the center of the board.
Oh, and he Seizes the Initiative :/

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The game


The GK Rhino stays where it is camping the objective and everything else moves towards the Scouts. By that, I mean the Interceptors shunt over there, the Stormtalons zoom, and Draigo Gates into the middle of them all. One five man squad of Scout is drowned in 40 storm bolter shots, whilst the other perishes from the talon's dakka (with the missiles knocking six wounds off a Furioso). I think the shooty Scout Squad took a couple of wounds here too, probably from Smite.


In my turn the Contemptor moves into line of sight of the Rhino but only manages to knock off six wounds. Devastators doubletap the Flak Missiles stratagem but I knock off maybe two/three wounds off one of them? Meanwhile, Wings is blocked so a super Smite goes through on the Interceptors thinning them somewhat. The Lieutenant uses UwoF and combos it with DoA to get a charge off on Draigo and the Interceptors, to which the two Dreadnoughts follow. I then make a slight blunder by activating my Furioso to pound away at Draigo (who saves everything with his 3++). Draigo obviously goes next and decks my Librarian Dreadnought and the remaining Interceptors slice up my Furioso.

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In T2 the Interceptors disengage and head over to the central objective, whilst the Talons fly south towards my troops. Draigo proceeds to Gate out of combat and port over to my objective (which I've left uncontested), and that's game.

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Short and sweet, so here's a few extra photos taken by my opponent:

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Blood Angels Vs Necrons - 1000 points

Nb: this is just a summary of the game rather than a full blown report




Armies
Blood Angels


Captain – Warlord
Chaplain
Command Squad
Drop Pod
Two "choppy" Scout Squads
Bolter Scout Squad
Sniper Scout Squad
Two Tarantulas
Scout Bike Squadron

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Battalion 8 CP


Necrons (Sautekh Dynasty)


Lord - Warlord
Cryptek
Three squads of Necron Warriors
Necron Immortals
Lychguard
Destroyers
Wraiths


Battalion 8 CP


Pregame


Mission is No Mercy (Eternal War, BRB)


Basically, BA sees the Tarantulas take good firelanes on my right hand side, with the sniper Scouts combat squadded to claim two ruins. The choppy Scouts were pressed forward, with the bolter Scouts out of sight behind a ruin along with the bikes. The Characters and Command Squad were off the board in the Drop Pod.
Necron deployment was remarkably straighforward: the Warriors occupied the first rank(s) with the Immortals just behing. The Lychguard surrounded the Characters, with the Destroyers at the back and the Wraiths chilling to the side...
I lose first turn...

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The game


Simply enough first turn from the Necrons as they all move forward together bar one Warrior unit which advances (the Wraiths, which will become important later, are now at the front of the army by the silos). Then pretty much their entire army unloads on the choppy Scouts reducing them to a single Sergeant between both squads – who is subsequently dealt with in the assault phase. BA retaliation is suitably straightforward – what moves forward does so, with the bolter Scouts pushing through the ruins in the direction of the Wraiths and the bikes heading towards the Warriror line. Everything then combines to take a handful of Warriors from the lead Squad. In the assault phase the bolter Scouts charge the Wraiths (who do a single wound but get wiped in the process) and the bikes take on the lead Warrior Squad reducing them to two for one wound in return...

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Necrons 3-0 BA


The Wraiths (who gained their wound back) apparate through the silos towards the first row of sniper Scouts and the Warriors fall back from combat (who had two models returned) – which allows the entire army to decimate the bikes. The Wraiths unload on the snipers in combat who perish rather quickly. For the Blood Angels the Drop Pod arrives on the Necron's right flank disgorging the Chaplain, and Command Squad who bring their weapons to bear on the nearby targets – which only eradicate a Destroyer and the odd Warrior. Meanwhile the Captain calls down an Orbital Bombardment which ionises a few Warriors. The Tarantuala knocks a wound off a Wraith...

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Necrons 5-0 BA


The Wraiths (who gained their wound back again) apparate through the ruins towards the back row of sniper Scouts (but only kill one with their shooting) and the Warriors who fall back from combat in turn one are now up to seven models thanks to the Cryptek. The characters, Lychguard and one squad of Warriors make towards the BA Command (their shooting wipes the Command Squad but the charge fails) whilst the other Warrior Squads, Destroyers, and Immortals head towards the Tarantulas (destroying the heavy bolter emplacement). In combat the Wraiths only down one model and lose a wound in return. (In the BA phase the Scouts plink away another wound with their pistols before the Sergeant finally hacks one down with his chainsword – however, he has no Squad left at this point). The rest of the BA phase goes as expected: the remaining Tarantula puts a cannon-sized las-round through a Destroyer, a few Warriors die to short-ranged fire, and the Captain charges the Lychguard and tears them to pieces with his relic blade.

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Necrons 7-1 BA


... and that's game

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  • 2 weeks later...

Report 24: Blood Angels Vs Salamanders - 2000 points

Nb: another "battle summary"





Armies
Blood Angels


Captain Smash – Warlord (DVoS)
Captain (Veritas)
Two Lieutenants (Angel's Wing)
Sanguinary Priest
Librarian
Sanguinary Ancient (Standard)
Two squads of Sanguinary Guard
Terminators
Company Anceint
Two Devastator Squads
Two "choppy" Scout Squads
Four bolter Scout Squad
Shotgun Scout Squad
Rapier (Quad Launcher)
Two Scout Bike Squads

Double Battalion + Vanguard – extra relics and DvoS = 10 CP

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Salamanders


Primaris Captain
Primaris Lieutenant
Centurions
Aggressors
Stormtalon gunship
Stormraven Gunship (plus Tactical Squad)
Two sniper Scouts
Hellblasters
Devastators
Venerable Dreadnought


Battalion 8 CP




Pregame


Mission is Retrieval Mission (Eternal War, BRB). Beta rules are in play :/ There is an objective on the barricade in each deployment zone and one either side of the crashed thunderhawk.


Both Devastator Squads, foot Captain, foot Lieutenant, CompanyAncient, Quad Launcher occupt the ruin in my deployment zone. Three bolter Scout Squads are on the flank, with the choppy, shotgun, and Scout Bikes aiming to push through the centre. The Terminators start on the board in the middle of my deployment zone and everything else is in reserve.
Salamander deployment from my left to my right right -> Hellblasters; Stormraven (with Tactical Squad); Aggresors; Centurions + HQs; Dreadnought; Devastators; Stormtalon
I lose first turn...

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The game


Stormraven zooms into my deployment zone, whilst the Stormtalon zooms towards the Devastators. Considering the amount of lascannons on the field, there was little other movement: the Aggressors shuffled forwards and so did the Dreadnought. Speaking of lascannons, both squads of Scout Bikes bore the brunt of these where they unsurprisingly conceded First Blood. The Hellblasters and Stormraven drew a beed on the Terminators reducing them to two, the Stormtalon took out some Devastators whilst the Aggressors (and Scouts) unloaded onto my Scouts purging my choppy ones.
Of my three flanking Scout squads, one moved up towards the Hellblasters but out of line of sight, whilst the other two headed towards their enemy counterparts. The Terminators moved towards the objective in my deployment zone and the shotgun Scouts bunkered down in the crater by their objective. As the beta rules (pre FAQ 2) were in place, I brought some reserves on into my deployment zone: Smash appeared on the flank by the Stormtalon and the following appeared 9" away from the Stormraven: Lieutenant, SG, Librarian, Priest, SGA... A lot of shooting went into the Stormraven leaving it on six wounds (including a successful Flakk Missile salvo – first time I've pulled that off tbf) and a bit of chaff died elsewhere. In the combat phase Smash demolished the Stormtalon whilst everything failed it's charge against the Stormraven bar the Lieutenant – who did three wounds with a chainsword! Sadly a further three CPs couldn't finish it off leaving it on two wounds.

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T2 saw a Tactical Squad drop out of the Stormraven into cover and then it moved towards the Devastators. The Centurions shuffled forward, as did the Aggressors, whilst the Sniper Scouts continued to move away from my Scouts - so did the Hellblasters. Their shooting removed the middle Devastator Squad and got the top one (with heavy bolter) down to that one model. Meanwhile, so chaff died elsewhere...
My retaliation was swift. Smash skipped by the Scouts on his flank to get a charge on the Dreadnought, and was joined by the Lieutenant with UWoF: both of whom made their charge and destroyed it. The other SG squad dropped nearby too but failed their charge... On the other flank, the Scouts continued their harassment, the large blob of SG and friends moved towards the middle wreck and the Terminators had some fun with the Tactical Squad, dispatching them easily and grabbing their objective. The Stormraven went down to small arms fire, with a krak grenade doing the job in the end.

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T3 saw my right flank evaporate in a hail of lasbolts, leaving only the Scouts hiding in their crater. Meanwhile, the left flank was still fairly unmolested due to bad dice rolls.
This allowed my Scouts to close the gap, but the main blob was still 11" away from their Scout target... which didn't matter as the lead squad (now two left) made their charge! Meanwhile the SG and friends got the drop on the Aggressors, dispatching them easily in combat.

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T4 was focused on the nearby objective. I had two on my side of the board, the Centurions had their one and one uncontested (they had FB and StW too). The SG and SGA were blown apart and the Salamander Scouts fell back allowing their previous opponent to be shot off the board.
In my turn my Scout Squad finally caught up with the Hellblasters and engaged them, my two Characters moved and engaged their Warlord, and another Scout Squad was waiting. On my side of the board, my support staff advanced from their positions to shore up the crater objective.

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T5 played out as you'd expect, the Primaris Captain, Lieutenant, Hellbasters fell back towards the Objective (giving them an 8-6 lead), with everything else shooting the my units. My Characters died, as did almost all of the Scouts on that part of the board – apart from a Scout Sergeant!
... Who rolled high enough with his advance to get into range of the Objective and take it via Defenders of Humanity!

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BLOOD ANGELS WIN 9-6!

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Report 25: Blood Angels Vs Death Guard


Nb: Another battle summary
Nb2: The images for T2 and (especially) T3 are really bad, but you can at least make out what's going on. I've left them in because it reflects how much of a daze I was in as the game wore on: I didn't even know what turn it was after T3! (I need sleep)





Armies
Blood Angels


Captain – Warlord
Chaplain
Command Squad
Deathstorm Drop Pod
Choppy Scout Squad
Shotgun Scout Squad
Bolter Scout Squad
Sniper Scout Squad
Two Tarantulas
Sanguinary Priest


Battalion + Vanguard 9 CP



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Death Guard


Sorceror – Warlord
???
Plague Marines (Rhino)
Poxwalkers
Cultists
Two Blight Drones
Plagueburst Crawler
Blight Hauler


Battalion 8 CP




Pregame


Big Guns Never Tire (Eternal War, BRB)


The Tarantulas occupy the objective and hill in my deployment zone, with the Command Squad and HQs behind them. The snipers go into the left quadrant, the bolters go into the middle of my right quadrant near an objective, and the choppy & shotgun Scouts go on the extreme flank of the right quadrant. The Deathstorm is in reserve.
The Poxwalkers and Hauler are as far forward and close to the centre of the board as possible, with the cultists being them. The Crawler is at the back of the board and flanked by at a Blight Drone. The other Drone and Rhino (with Plague Marine cargo) are on the left flank eyeing up my snipers...
I seize the initiative...



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The game


In T1 choppy and shotgun advance towards the Crawler, with the shotguns doing little damage on the Bloght Drone nearby. The boltguns move over the crest, whiff their shots and then charge the Poxwalkers and Hauler... The Captain remains where he is hidden (which was a mistake as he had no line of sight for the Orbital Bombardment), whilst the Chaplain and Command Squad advance. The lascannon's miss and the assault cannons do maybe three wounds on the Poxwalkers. The Snipers do some damage to the Blight Drone in front of them. In the assault phase I do some damage but three Scouts perish (which bolster the Poxwalkers...)
Their retaliation was fairly brutal. The Rhino and Blight Drone move up towards the Snipers and unload, removing a handful of them. The Blight Drone subsequently charges leaving just two left at the end of the turn... Elsewhere the other Blight Drone kills the choppy Scout Squad (First Blood) and charges the other, leaving three left alive. The Crawler unloads on the assault cannon Tarantula and destroys it, whilst the Poxwalkers finish off their targets in combat.



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T2 continues in the same vein. The Drop Pod arrives on the central objective and does minimal damage with its shooting. The Command Squad get into range of the Poxwalkers to do inconsequential damage, whilst the Captain moves onto the hill by the lascannons (which miss again). Nothing of note happens in combat.
... however, in their turn the Blight Drones move away and the remaining Scouts are shot to pieces. The Plague Marines disembark their Rhino (which moves to the far board edge) and march on the central Objective. Having absorbed some DG firepower, the Poxwalkers, Cultists, and Hauler charge the Drop Pod and leave it on one wound...



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T3 sees the Captain get a charge off on the Blight Drone but thanks to it's 5+++ it survives two rounds of being whacked by a relic blade with Artisan of War (yes, it's one of those games). The Lascannons finally manage a hit but the damage is saved by the 5+++... The Command Squad and Chaplain get a charge off on the Poxwalkers and Hauler, the Priest engages what's left of the Cultists after shooting . Whilst Poxwalkers dies in their droves to mass chainswords, the Chaplain fails to dispatch the Hauler and little happens with the Priest's chainsword. Unsuprisingly, the Drop Pod is wrecked.
The Crawler rains death on the lascannons, the Captain in gunned down and it's target floats off (Slay the Warlord) and the stormshield Veteran dies in combat. On my side, more Poxwalkers are slain leaving two left. One of the Blight Drones charges and does little...



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... however, I get my revenge in T4 by finishing one of them off and the remaining Poxwalkers. Yay. It's pretty much the end of the game here so I concede. I have two Veterans and a Priest (who can't kill the Cultists with his power weapon 0.o) left alive.



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  • 3 weeks later...

Report 26: Blood Angels Vs Space Wolves - 1500 points (PUG)


Pick up game Vs Space Wolves using what I had to hand. I opted for a heavily armoured convoy and because I've not used it in 8th yet (mainly due to the price increase in CA17) and needed to write a quick list , I gave my Cerberus a run out :blush.:





Armies
Blood Angels


Captain
Lieutenant
Three Tactical Squads
Rhino
Two Predators
Cerberus


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Space Wolves


Bjorn
Primaris Battle Leader
Krom Dragongaze
Grey Hunters
Aggressors
Two Intercessor Squads
Redemptor Dreadnought
Stormhawk
Land Raider Redeemer


Pregame


Mission is Relic (Eternal War, BRB). No CPs and beta rules are in play :/
Deployment was fairly straightforward: both Preadors occupy my left flank, with my Cerberus on the right. The two flamer-Tactical Squads were pushed up in the centre whilst the Captain and Lieutenant shared the meltagun-Tactical Squad's Rhino, and this was parked centrally, but behind the flamer squads.


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My opponent hugged his left (my right) flank in the following manner: Redeember -> Redemptor -> Stormhawk -> Greyhunters -> Command blob -> both Intercessor Squads -> Aggressors


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I successfully rolled for first turn.

The game


My flamer squads advanced to leave them a few inches away from the Relic. The Rhino moved into the ruin and the Predators moved up their flank into good firing positions. The Cerberus held back as I was feeling cautious with it (so far, she has only fought in Apocalypse games and against Wraithlords...), however, I needn't have been. She annihilated the Redeemer whilst the Predators put some damage on the Redemptor.
In retaliation, the Stormhawk moved to my back line and it and the Redemptor unloaded on the Cerberus doing maybe a wound or two thanks to the T9 0.o However, the foot units moved towards the Relic and destrpyed both my Tactical Squads...


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In turn two I moved up the Cerberus a bit but left the Rhino where it was – allowing the Commanders to disembark and move over to the nearest Predator as the other one moved behind the Aggressors. However, little of note happened: the Cerberus exploded the Redepmtor, and a couple of Aggressors died.
The Stormhawk moved back towards their lines and unloaded on the Rhino. Combined with the fire from elsewhere, four wounds were done to it. Meanwhile, they had the Relic and had it circled...


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Turn three was brutal for the Blood Angels. The Cerberus exploded the Stormhawk and charged the Grey Hunters. After this (and some AP fire from elsewhere), there was only two left. The Predators took apart the Intercessor Squads and the remaining Tactical Squad disembarked to mop up the stragglers. My Command moved to secure the Relic.
The SW command charged the Cerberus with Bjorn doing an almighty amount of damage. However, it wasn't quite enough and once all the attacks had happened, it had four wounds remaining.


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Considering my turn would have played out in the following manner: Cerberus would fall back, everything would shoot the stranded SWs, then I would charge whatever was left with whatever was in range as my Captain would leg it with the Relic, my opponent conceeded.


As a point of note, I couldn't apologise enough for the Cerberus and gave him a lift home :thumbsup:

Edited by Jolemai
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  • 1 month later...

Battle 27: Blood Angels Vs Deathwathch & Imperial Knights - 2000 points




Armies
Blood Angels


Captain Smash – Warlord (DVoS)
Captain (Veritas)
Lieutenant (Angel's Wing)
Librarian (jump)
Sanguinary Ancient (Standard)
Sanguinary Guard
Terminator Squad
Company Anceint
Three Devastator Squads
Two "choppy" Scout Squads
Bolter Scout Squad
Shotgun Scout Squad

Two Tacitical Squads
Bike Squad
Two Attack Bike Squads


gallery_62972_9890_216590.jpg



Brigade – extra relics and DvoS = 11 CP


Deathwatch & Imperial Knights


Two Librarians
Three Vanguard Veteran Squads
Bike Squad
Corvus
Two Helverins
Knight Castellan


gallery_62972_9890_469982.jpg


Super-heavy Detachment + Vanguard Detachement = 7 CP


Pregame


Mission is Supply Cache (Open War cards). Beta rules are in play :/
Dawn of War deployment and I split my forces into four groups: I put my Devastators and a Tactical Squad on and around the silo on my right flank to guard a potential objective, with their character support (Captain, Company Ancient) hidden behind them; I started the SG, SGA, Librarian, and Smash in the centre; I started the bikes and the other Tactical Squad on the left flank in a ruin and adjacent another potential objective; I have three Squads of Scouts in the Grav-haulers and one by the Thunderhawk. The Terminators were in Reserves.
My opponent puts his Knights opposite my Devastators (with a VAS entourage), has a second VAS squad and bikes in the centre, and has a third VAS and the Corvus out of sight on my extreme left flank (there's also a potential objective there).
The final two objectives are on in the grav-haulers and one by the upended Thunderhawk. Oh, and I lose first turn...


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T1 has actually just started, but you get the idea of Deployment :blush.:


The game


With no objectives revealed in my opponent's turn, the VAS in the corner camped the objective whilst the Corvus flew towards my lines, bombing the bikes on the way. Further shooting from it removed two more leaving just the Sergeant remaining. In the centre, the Librarian, another VAS and the Bikes went after my Scouts. Shooting, psychics and assault reduced them down to a handful in each squad... Meanwhile, the Knights moved towards my Devastators. Firing was as you'd expect, leaving a couple of models in each and a few Scouts (which the final VAS mopped up in combat).
In my turn the objective had been found (by my Bikes and Tactical Squad to the far side of the Knights) and retaliation was swift, starting with a number of wounds being put on the Corvus. In the middle, the melee continued with a handful of models going from each side. Now, there was only five Scouts left between them to hold up that part of the board... The remaining heavy weapons spat out death (or rather, a few wounds on the Helverins) and the SG and characters moved up. The SG failed their charge but the characters got in on the VAS and Librarian and took them apart.


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The camping VAS now left their post and advanced towards the correct objective, while the Corvus limped towards the Devastators, removing a few more. In the centre the VAS disenegaged and also made their way over towards the Objective, but the Librarian and a few more Scouts perished. On the knight flank, some shooting went towards the Devastators but most of it went into the SG who despite perishing, tanked the majoirty of it admirably. This mean the Knights could charge my characters... Whilst the Helverins didn't do a great deal, the Castellan stomped my Lieutenant. Then Captain Smash revealed himself, Heroically Intervened, and knocked off eight wounds. He then went again, knocking off a further twelve...
In my turn I brought the Terminators on to reinforce the Objective and my free Scouts charged the Bikes. Whilst nothing of note happened here (and the Corvis was still alive), charging meant the Knight player could interrupt the proceedings – and he proceeds to stomp Captain Smash into the ground :sad.:










But wait! Blood Angels don't die without a fight and with Only In Death Does Duty End Smash gets his final round of combat. After the dice have rolled, a further eight wounds get through which causes the Castellan to detonate, which obliterates the Helverins and the rest of my Characters.


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Turns three and found were just clearing up now for the Blood Angels. The DW Bikes eventually go down to the Scouts (Sergeant remains), the VAS actually dispatch the Terminators with shooting but the Attack Bikes and Tactical Squad finish them off (the Corvus is also shot down by the remaining heavy weapons) to clear the field and take the win for the Blood Angels!


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Edited by Jolemai
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Report 28: Blood Angels vs Thousand Sons - 2000 points




Armies
Blood Angels


Captain Smash – Warlord (DVoS)
Captain (Veritas)
Lieutenant (Angel's Wing)
Sanguinary Novitae
Librarian (jump)
Sanguinary Ancient (Standard)
Sanguinary Guard
Tartaros Terminators
Company Anceint
Two Devastator Squads
Two "choppy" Scout Squads
Three bolter Scout Squad
Shotgun Scout Squad
Tarantula (twinlas)
Bike Squad (and Attack Bike)
Attack Bike
Whirlwind


Brigade – extra relics and DvoS = 11 CP


Thousand Sons


Magnus
Renegade Knight
Ahriman
Helldrake
Deamon Prrince x2
Chaos Spawn x2
Rubrics x3
Cultists


Battalion 8 CP




Pregame


Mission is Relic (Eternal War, BRB). Beta rules are in play :/
Both Devastator Squads, foot Captain, foot Lieutenant, CompanyAncient, Sanguinary Novitae, and Terminators occupy the ruin in my deployment zone (with Smash and his Lieutenant just outside). Two bolter Scout Squads are on my right flank, with the lone Attack Bike and Whirlwind behind them. The choppy, shotgun, and final bolter Scout Squad end up being a speed bump in the centre as close to the Relic as possible. Finally my Tarantula is on the far left corner taking up a good firing lane (the Sanguinary Guard, Ancient, and Librarian are in reserve).
My opponent deploys far forward and pretty much in a line from my left to right: Helldrake -> Knight -> DP1 -> Spawn -> Cultists -> Rubrics1 -> DP2 -> Rubrics2 -> Ahriman -> Magnus -> Rubrics3
I lose first turn...

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The game


The Helldrake made a beeline for the Tarantula and roasted it alive. Pretty much everything else bar Rubric3 (which was in a ruin opposite my bolter Scouts) moved forwards and the spells were suitably devastating (bar Warptime on Magnus) with Scout Squads evaporating to Smite in the centre. By the end of that and the shooting phase I'd lost four Scout Squads, three Terminators and my main command had taken damage: Smash had lost two wounds (and his ++ !!) and the Lieutenant had lost thee... then Magnus charged. Splitting his attacks he munched the Lieutenant and Smash. It was here I played my trump cards for Smash: Only in Death Does Duty End, Red Rampage, Vengeance for Sanguinius – after I'd finished rolling that was five wounds doing four damage each, enough to instagib Magnus outright...














... however, he rolled all his 3++ and consolidated into my bikes :facepalm:
I could see where this was going so opted for a moral victory. The bikes fell back from combat blocked access to my support staff and everything unloaded on Magnus (that wasn't shooting elsewhere – the remaining Scouts did little but the missile launcher did five mortal wounds on the Helldrake). The heavy bolter did five mortal wounds and the plasma cannons chipped in along with some small arms fire to take eight or so wounds off total – enough to get him down into the first bracket. In the meantime the Novitae had revived a Terminator and the three of them now charged Magnus to take off another three wounds before being dispatched. Both Squads of bolter Scouts got into combat with their quarry and there they remained until the end of the game...

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T2 continued the same way as the first. Everything moved that could: The Helldrake went after and flamed the Captain (who survived), the Spawn ate the Novitae, DP1 was after some Devastators whilst DP2 went after the Whirlwind and Ahriman moved into range of Magnus again. Everything else moved forward with the Cultists occupying the Relic. Psychic tomfoolery and shooting wasn't as devastating this time with only a few wounds here and there, but with the Company Ancient hidden nearby to the remaining Troops, almost every death got a shot off against Magnus for another few wounds (the overcharged plasma cannons being a highlight). In combat Magnus slew the bikes and one squad of Devastators perished. The Captain continued to shrug off attacks. DP2 went after my tank and lost two wounds :laugh.:
In my phase my reserves arrived with everything converged on Magnus. What little shooting did nothing of note and both of my spells went off on the SG (Unleash Rage, Shield of Sanguinius) who charged Magnus along with the Librarian. After a hefty amount of attacks that again, potentially did enough to instagib him, all those pesky 3++ were made... However, things were going from bleak to dark. Company Ancient, Librarian, Captain perished, my lone Attack Bike died trying to take out Ahriman, and I was left with maybe 4/5 SG, their Ancient, a couple of Devastators and a couple of Scouts.

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... Who were promptly subjected to Smite multiple times and shot, and this ended the game in the third turn. As for Magnus? He survived the battle with one wound remaining.

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Edited by Jolemai
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Report #29: Blood Angels Vs Necrons - 2000 points




Armies
Blood Angels

Captain Smash – Warlord (DVoS)
Captain (Veritas)
Sanguinary Priest (Angel's Wing)
Librarian (jump)
Sanguinary Ancient (Standard)
Sanguinary Guard
Terminator Squad
Company Anceint
Three Devastator Squads
Two "choppy" Scout Squads
Bolter Scout Squad
Shotgun Scout Squad
Two Tactical Squads
Bike Squad
Two Attack Bike Squads

Brigade – extra relics and DvoS = 11 CP


Necrons

Lord
Cryptek
Destroyers
Large Warrior Squad
Doomsday Ark
Two Tesseract Arks
Pylon

Super-heavy Auxilliary Detachment + Spearhead Detachement = 4 CP


Pregame

Mission is Roving Patrol (Chapter Approved 2017). Beta rules are in play. The mission requires your force to be split into roughly three groups. One of these in randomly determined to be your starting force, with the rest arriving from Reserves in T1 on a 3+ (unless you're arriving be Teleport, etc), or automatically in T2. Three objectives were placed, one in my deployment zone, one in my opponents, and on in the centre of the board.

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Yes, that's a Tarantula being a bike again! :blush.:

My three groups were the Scouts and Bikes; Tacticals, Devastators, and foot characters; TDA, SG, jump characters. My middle choice was chosen and this setup in the middle of my deployment zone around my home objective.
The Necrons choices were: Destroyers and Cryptek; Pylon and Doomsday Ark; Tesseracts and Warriors. He ended up rolling for his first choice and they deployed opposite my blob on their home objective.

Oh, and I lose first turn...

The game

On the whole, the first turn was quite short. The Necrons were reinforced by the Warriors (who arrived in line with the central objective) and the Tesseract Arks which flanked them. The Destroyers moved up the board and everything shot at my Devastators causing numerous wounds as they were out in the open.
Electing to leave my jumpers and Terminators off until T2, I successfully rolled for my choppy Scouts (which arrived behind the silos out of sight), the Bikes (which arrived between the Devastators and Scouts) and the Attack Bikes (which I placed on the right flank by the Thunderhawk. I then promptly cursed the mission again as they had to arrive 6" on the board and couldn't Advance... Shooting-wise little of note happened other than a few Destroyers being blown out of the sky.

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T2 was somewhat more interesting. The Warriors continued their march towards the central objective and the Pylon and Doomsday Ark arrived on my opponenets right flank. They procedded to light up my Bikes and kill a few more Devastators.
My choppy Scouts advance towards the central objective and my Attack Bikes move up their flank taking pot shops where they can. The remaining Scouts arrive on the board to fill the gap where the previous ones were and what's left of the Devastators and Tacticals shoot down another Destroyer and take some wounds off the coloured Tesseract Ark. The Terminators arrive near the outermost Tesseract Ark, drown it in a hail or storm bolter fire and then finish off the remaining four wounds in combat :ohmy.: The SG and their entourage come down on the other flank with everything failing their charges except the Priest who engages the Doomsday Ark knocking off a wound in the process.

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T3 sees the Pylon blow up an Attack Bike and the Doomsday Ark move out of combat and knock a couple of wounds on the Characters. The Warriors kill a couple of Terminators as they continue their movement forward and the Destroyers still holding ground in the centre. Sadly the SG have now perished.
The Terminators continue towards the Warrirors killing a few more (but the heavy flamer – and a subsequent charge – are out of range). A lascannon hits home on the remianing Tesseract Ark leaving it on six wounds and the odd wound is put on the Destroyers as the Scouts continue towards the central Objective – which the remaining Attack Bike has now reached. Meanwhile, the Characters split their targets: the Librarian and Ancient engage the Doomsday Ark and plink off a few more wounds whilst the Captain and Priest engage the Pylon. With the help of stratagems the Captain generates seven hits which all wound and knock off a whopping 28 wounds! Sadly the Priest can't deal with the remaining two meaning the Captain has to use 3 CPs to down it otherwise it can act normally next turn, my Characters can still be shot at and, it would continue to give everything a 5++ within 6".

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T4 saw the Warrirors almost reach the central Objective and gun down my Terminators. The Doomsday Ark did it's trick again, moving out of combat to shoot things and I think my Librarian went down this turn.
In retaliation the remaining characters split up to deal with the tanks. Whilst my Captain dealt with the Tesseract Ark, the others still struggled with the Doomsday Ark. Elsewhere, I had Scouts on the Objective and a few made there way towards the Necrons to act as a speed bump, but they failed their charge.

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With the game potentially ending on T5, the Lord split off from the Warriors and occupied the home Objective, with the Warriors themselves getting stuck into the main group of Scouts. The Destroyers and Cyptek used Veil of Darkness and ported themselves away from the centre into my Deployment zone and continued to plink away at the models on my objective.
My Attack bike split off and went after the Destroyers, but was fairly ineffectual. The remianing heavy weapons took down the Doomsday Ark (which sadly killed the Priest in the explosion), allowing my Characters to engage and destroy the Lord on the other objective. Due to greater numbers, I currently hold all the objectives, but the game goes on to T6.

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In the last turn of the game, my Captain holds the Necron objective, allowing my Ancient to engage the Necrons in combat. This (along with the re-rolls, 5+++, and shenangans) keeps me ahead on numbers by 1 model. With both sides taking Linebreaker and First Blood going to the Necrons, The Blood Angels take it 10-2.

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  • 1 year later...

Report #30: Blood Angels Vs Biel'Tan Eldar - 1500 points



Armies
Blood Angels - My 1500 Dreadnought Spam list. 10 CPs
  • Techmarine
  • Librarian Dreadnought
  • 2 x Tactical Squads in Drop Pods
  • Sniper Scouts
  • Furioso Dreadnought in Dreadnought Drop Pod
  • Mortis Dreadnought
  • Relic Leviathan Dreadnought

Eldar - 10 CPs

  • Autarch
  • Jetseer
  • 3 x Dire Avengers
  • 9 Banshees + Exarch in Wave Serpent
  • 9 Scorpions + Exarch in Wave Serpent
  • Crimson Hunter Exarch
  • Hemlock

Pregame
Missions is Retrieval from Chapter Approved GT 2020. Primaries are 5 points for one objective, 5 points for two objectives, five points for more than your opponent, all of which are scored in Command Phases 2-5. Both armies select the same secondaries; Bring It Down (Kill a monster/vehicle, 2/3 points depending on wounds) , Grind Them Down (kill more than your opponent that battle round), Engage On All Fronts (Fully in three quarters and away from the centre = 2 points. Four quarters is 3). Map is laid out as per the mission with six objectives; one in each deployment zone 18" from the centre and a further four equidistant from each other in no man's land. Cover as per the BRB.


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BA deployment sees the Pods and cargo in reserve. Librarian Dreadnought on the flank behind a ruin, Mortis and Techmarine behind a structure near the central objective, Leviathan behind a structure within range of the other objective. The Scouts are forward behind some crates.


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Eldar deployment sees a flank of a Hemlock, the Scorpions' Wave Serpent, and a squad of Dire Avengers behind a ruin. Other flank a Dire Avengers squad (in range of the home objective), Autarch, and Jetseer behind one ruin, and then the Banshee's Serpent and the last Dire Avengers squad behind another ruin. Lastly, the Crimson Hunter Exarch is there too.


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BA go first :woot:

The Game
T1
This sees the Mortis and Techmarine move the other side of the objective to get into a different table quarter from the Leviathan, which moves towards its objective. It sends off three hunter-killer missiles at the Scorpion's Wave Serpent which only does a bit of damage due to the tank's defenses. The Mortis itself adds a spot more damage whilst the Scouts move out of cover to draw a bead on the autarch, but whiff their assassination attempt. Both Drop Pods arrive in range of the furthest no man's land objectives and spit out their cargo: on my left flank a combat squad go on the crates, another goes out of sight behind a structure near the centre of the board... on my right flank a combat squad go behind some barricades, the other pushes towards the ruin where a Dire Avenger squad and Banshee's tank are hiding behind. Additional shooting is minimal and there is no combat. The Librarian Dreadnought gets Wings and Quickening off and moves onto a nearby objective.

In response the Crimson Hunter Exarch moves to within 6" of my Librarian Dreadnought whilst the Hemlock does the same on the Techmarine. Whilst the Hemlock dispatches the Techmarine with relative ease, Duty Eternal saves my Librarian Dreadnought - who gets a semblance of revenge through Unbridled Ardour and Heroically Intervenes to leave the aircraft on three wounds. The Scorpions get out of their tank, assist the Wave Serpent in getting rid of the combat squad on the crates, and then mug the Scouts in combat. Not willing to be outdone, the Banshees disembark and attempt the same on the five man squad approaching their ruin. Eighteen power sword and three Executioner attacks result in one dead Tactical Marine - who kill three in return. Their Dire Avenger buddies move up, as do the Autarch and Jetseer.


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Having killed more and with units fully in three quarters (I nullified myself hiding something near the middle), the score is 0-6.


T2
15 points in the Command Phase. The Dreadnought Drop Pod arrives in the back corner behind the Banshee's ride. The Furioso emerges, kills some Avengers and knocks some wounds off the tank but forgets to charge :facepalm: The combat squad in combat kills another through pistol fire but the combat is a standoff. Moving away from the centre, the combat squad there moves and gets a charge on the Banshee's Serpent leaving it with two wounds remaining by the end of the turn. The Librarian Dreadnought gets Wings off again and finally dispatches the Crimson Hunter in combat. On the other flank, the Leviathan obliterates the Scorpion's Wave Serpent and roasts the Scorpions down the one member.

With 5 points in the bag from objectives, the Dire Avengers near the red Pod move into range to one up it on the Objective and the lone Scorpion legs it into the table quarter by the Leviathan. The Hemlock moves towards the Librarian Dreadnought and finishes it off whilst the other Dire Avenger squad assist the Banshees to finish off the stubborn Tactical Squad (with the help of Doom). The Banshees consolidate into the Pod and get in range of the objective. The remaining Wave Serpent finishes off the Marines it's engaged with (with some Smite assistance).


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BA killed two vehicles and are in every quarter. Eldar took out a vehicle, killed more, and are in every quarter. 24-19


T3
10 points acquired in the Command Phase. The Leviathan roasts the remaining Scorpion and annihilates the Dire Avengers contesting the objective. The red Pod detonates the Wave Serpent which hilariously takes out a number of models including putting two wounds on the Autach - which the Furioso gleefully rips apart in combat.

5 points for Objectives. The Hemlock moves over to the red Pod and pops it with ease. What's left of the Banshees take out the black Pod, whilst smite and shuriken fire take the last few wounds away from the Furioso.


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BA get a "large" vehicle and quarters, Eldar get three "small" vehicles and more kills. 40-30


T4 & T5
Sitting on Objectives, the Leviathan obliterates the Hemlock, the Mortis kills some chaff. To deny Engage On All Fronts points, the Eldar pop the Dreadnought Drop Pod, they then spread out and try to gun down the Leviathan on the last turn whilst the Mortis plinks away some more chaff.


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Final score: 68-57. But wait! The Eldar army is fully painted whilst the BA one has a grey Leviathan! 68-67 :blush.:

BA killed two vehicles and are in every quarter. Eldar took out a vehicle, killed more, and are in every quarter. 24-19

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  • 3 weeks later...

Battle Report #31: Blood Angels Vs Biel'Tan Eldar, 1500 points

Hidden Content

Armies
Blood Angels - my 1500 Light Mech list - 11 CPs
  • Captain Tycho
  • Librarian on Bike
  • Tactical in Bolterback
  • Tactical in Lasback
  • Scouts
  • Predator Annihilator
  • Stormraven Gunship
  • 2 x Bike Squads with Attack bike

Eldar - 10 CPs

  • Autarch
  • Jetseer
  • 3 x Dire Avengers
  • 9 Banshees + Exarch in Wave Serpent
  • 9 Scorpions + Exarch in Wave Serpent
  • Crimson Hunter Exarch
  • Hemlock


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Pregame
Mission is Vital Intelligence from Chapter Approved GT 2020. Primaries are 5 points for two or more objectives, 5 points for three of more objectives, 5 points for more objectives than your opponent, all of which are scored in Command Phases 2-5. However, you can move off the objective and it remains in your possession until an opponent tags it. Both armies select Bring It Down (Kill a monster/vehicle, 2/3 points depending on wounds) and Engage On All Fronts (Fully in three quarters and away from the centre = 2 points. Four quarters is 3) as secondaries, however, the Blood Angels opt for Raise the Banner High (you basically tag it and objective and gain an extra point for it in the command phase), whilst the Eldar went for the mission specific Data Intercept (completed action gains bonus points based on the amount of objectives you control) Map is laid out as per the mission with six objectives; one in each deployment zone 18" from the centre and a further four equidistant from each other in no man's land. Cover as per the BRB.

BA deployment sees the Stormraven, Lasback, Predator, Scouts (on the home objective), Tycho, Lasticals on the short board edge. On the long edge, the Bikes, Librarian, and Bolterback are pushed further up.

Eldar deployment sees the Scorpion's Wave Serpent pushed up along the long edge and pretty much everything else near the short edge (with a Dire Avenger squad on the home objective).


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Eldar go first.

The Game
T1

The home objective DA does Data Intercept (they will do this all game). The autrach moves towards a ruin window to draw a bead on the Bolterback knocking off a few wounds with the Jetseer moving onto an objective, Dooms a Bike Squad, but the Banshee's Wave Serpent fails to capitalise. As it moves up, a squad of Dire Avengers takes an objective in it's shadow. Meanwhile, the planes have both gone a full 60" down the board and nuked the Stormraven... The Scorpions' Wave Serpent has taken an objective, as has the more advanced squad of Dire Avengers.

A Tactical Squad disembarks the Bolterback which moves in front of the Wave Serpent, shoots the other Waver Serpent and charges it the one in front of it (along with the non-grav bikes). Meanwhile that same Tactical Squad also shoots the nearby Dire Avengers and gets a charge on both them and the Autach. As the smoke clears, the Autarch has lost two wounds and the Dire Avengers have a lone member left (a couple of wounds have gone from the Serpent too). Across the board the Scouts raise a banner and fire on concentrated on the Dire Avenger squad and Wave Serpent. The Serpent has two wounds left (and is charged by the Lasback to contest it's objective), the Dire Avengers are eventually pummeled off their objective by Tycho. The grav bikes have tried to knock some wounds off the Crimson Hunter before the Librarian charges it and knocks it down a bracket.


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E - 6:2 - BA

T2

In the top corner the Jetseer smites a few Marines then finishes off the last in combat as the Autarch takes one out with his pistol. The Banshees disembark and overwhelmed the remaining Doomed bikes. Meanwhile, the planes have swapped positions which enables the Hemlock to Smite and then shoot the Librarian off the board. The Crimson Hunter wrecks the Predator with ease and the Scorpions have gotten out of their tank but can't do much as their way is blocked.

The Scouts advance towards cover and the Lasticals do similar towards the contested objective in front of them. The wounded wave Serpent is finally dispatched as Tycho charges in and the grav bikes knock some wounds off the Hemlock.


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E - 21:13 - BA

T3 onwards

The Crimson Hunter circles around the Lasback and wrecks it, whilst the Scorpions are able to gun down Tycho. The Banshees charge and dispatch the Scouts and the Hemlock circles and finishes off the remaining Bike Squad. The handful of BA models do little damage before being wiped in T4 as the Biel'Tan continue to score.


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E - 75:15 - BA


Edited by Jolemai
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  • 1 year later...

Battle Report #32: Blood Angels Vs Biel'Tan Eldar, 1250 points




Armies
My 1250 DC list - 4 CP*
  • Lemartes
  • Sanguinary Priest
  • 3x5 Tactical Squad
  • 3x5 Death Company
  • 2x1 Death Company Dreadnought
  • 1x5 Scout Squad


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Biel Tan - 3 CP*
  • Avatar
  • Skyrunner Farseer
  • 1x19 Dire Avengers
  • 1x7 Howling Banshees
  • 1x5 Fire Dragons
  • Falcon Grav Tank
  • 1x5 Dark Reapers
  • 1x3 Shinning Spears


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* Incursion level game, but extended to 1250 points. The Biel Tan player was supposed to take this to an event but it got cancelled, so we played instead - however, I only saw the basic rule pack and didn't realise it was Incursion rules for making a list too! So I had to remove 6 CP (this list normally has 10 CP), but was allowed to keep the 3rd DC squad as I didn't know and had no replacements. (Incursion has a rule of two, strike force is three).

Pregame
Mission was Cleanse The Land from GT Nachmund. Special Rule: Land Purged - If an objective is claimed by an ObSec unit, it remains under your control when you move away ("sticky objectives")
Primaries are Take And Hold: 4/4/4 for holding one/holding/two/holding more than your opponent, which are scored in the Command Phase of rounds 2-5 (player who goes second scores T5 at the end of the game instead); Direct Assault: End of turn, 2 VPs for satisfying one condition, 3 VPs for both. 1) Control every Objective/Control one they didn't control last turn 2) Destroy at least one unit in range of an Objective at the start of your turn
Secondaries BA:
  • Oath of Moment - End of Battle Round 1) destroy a Character/Vehicle/Monster = 1 VP; 2) Don't Fall Back - 1 VP; 3) A unit is wholly within the 6" of the centre - 2 VP
  • Stranglehold - End of turn, 3 VPs if you hold 3 Objectives and more than your opponent
  • Retrieve Nachmund Data - One Infantry/Biker unit has to perform an Action > 6" into each table quarter. If successful, they get a servo skull. Two = 4 VPs, Three = 8 VPs, Four = 12 VPs

Secondaries Biel Tan:

  • Wrath of Khaine - End of Battle Round, Aspect units 1) destroy a unit in the Shooting phase = 1 VP; 2) destroy a unit in the Assault phase = 1 VP; 3) destroy a unit in both = 2 VPs
  • Stranglehold - End of turn, 3 VPs if you hold 3 Objectives and more than your opponent
  • Raise The Banners High - Infantry performs an Action on an Objective. Whilst it has a "flag" on it, each flag gives 1 VP in the subsequent Command phases and 1 VP at end of the game

Map is laid out as per the instructions and uses the recommended minimum size (44" x 30"). Give objectives; the two that can't be seen on the next pic on in the centre of the board and behind the statue.


med_gallery_62972_9890_39380.jpeg


BA deploy a Tactical Squad in the ruins on an objective (TS1), one behind the green crates (TS2), and one at the other extreme of their zone (TS3). DC1 is far forward, everything else is clumped behind cover and wants to go up towards the adjacent objective. Scouts in Reserve

BT put the FDs and Falcon into Reserve. DRs onto the ruin, with their jetbikes behind, and DAs underneath. HBs and Avatar pushed forward on their board edge

BA go first and DC1 makes use of Forlorn Fury...



The Game
T1
DC1 jumps onto the ruins. After killing a DR with their shooting, they charge the Jetbikes taking them down to 1W (Exarch) and knocking a wound off the Farseer. Meanwhile, TS1 frags a couple more DRs and fells the HBs with a Quake Bolt and TS3 has advanced into the other quarter behind some crates. Lemartes gets off both Litany of Hate (DC rerolls) and Canticles of Hate (DC +2 charge/advance), allowing him, DC2, and DC3 to close the gap on the HBs, with the Priest in tow after making the objective sticky. A couple of Elves die to shooting before everything makes the charge and dispatches the HBs. DCD1 advances towards the centre of the board, DCD2 slowly follows the DC and hides in the ruin they passed through.

The Falcon imitates a Drop Pod and lands in the vacant quarter. It disgorges it's cargo which unsurprisingly detonate DCD1, who proceed to battle focus towards the statue. Firepower from the Falcon, DAs, DRs and the spell Doom, leave DC3 with a sole member. The SS Exarch performs a Hit and Run on the DC1 and after all the fighting (and Smiting) is done there, a single DC remains and the Farseer has 1W left. Meanwhile, the Avatar has it's choice of targets. It slams into DC2 only for Lemartes to Heroically Intervene and tank all the hits through Angel's Sacrifice - somehow surviving with 1W remaining. Meanwhile, the Avatar loses ~ 6W or so from retaliation.



T2
TS3 makes it's move behind into the Falcon's quarter, hides, and finds a Servo Skull. After reviving a member from DC3, they and the Priest reinforce the Farseer fight resulting in the SS Exarch being pulled from his Bike but the Farseer surviving as DC1s service is ended. Remaing shooting is somewhat ineffective, just a FD killed. DCD2 barrels into the Avatar leaving it on 1W which is enough for DC2 to maul it, but not before Lemartes is squished.

Spells and combat remove DC3, whilst shooting account for DC2. However, the FDs whiff against DCD2, who have now move to the centre... Meanwhile, the DAs have raised a banner on their objective.



T3
TS2 collects a Servo Skull this time, TS1 continues to plink away, and TS3 engages the Falcon, taking off three wounds. The Priest and the Farseer continue to exchange blows, whilst DCD2 tramples the FDs into the ground (6W remain), and claims the centre objective.

Spells aren't enough to dispatch the Priest, so the DAs engage as well to take him out. The Falcon whiffs its shooting but looses no further wounds. The DRs aren't having a good time of it either...



T4
TS1 collects a skull this time, but the Scouts arrive on the home board edge in case the centre needs reinforcing. DCD2 pops the Falcon and tries to hide near a ruin, TS2 moves south towards the centre objective.

All the Eldar firepower is focused on removing DCD2 before finding somewhere to hide



T5
TS2, TS3, and the Scouts claim the centre

The Farseer claims an Objective in a vacant quarter, the rest of their shooting eventually slays the Scouts



Final Score

BA
  • Primary 1: 0/12/12/12/12
  • Primary 2: 2/2/4/0/0
  • Primary total: 45
  • Oath:1/2/3/2/3
  • RND: three skulls = 8
  • Strangle:3/3/3/3/3
  • Secondary total: 34
  • Painted: 10
  • Total: 89

Eldar

  • Primary 1: 0/4/8/4/8
  • Primary 2: 0/2/0/0/2
  • Primary total: 28
  • Strangle: 0/0/0/0/0
  • Banners: 0/1/1/1/1 +1
  • Wrath: 1/4/0/1/1
  • Secondary total: 12
  • Painted: 10
  • Total: 50

BA 89:50 Eldar

To the winner, the spoils!

med_gallery_62972_9890_13496.jpeg

Edited by Jolemai
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  • 7 months later...

Battle Report #33: Blood Angels Vs Tau Empire, 2000 points

 

Spoiler

Armies

 

Blood Angels

  • Dante
  • Astorath
  • Sanguinary Priest with jump pack
  • Callidus Assassin
  • 4x5 Tactical Squad
  • Sanguinary Ancient (Wrath of Baal)
  • 2x4 Sanguinary Guard
  • 1x5 Death Company
  • 1x5 Scouts
  • 3x1 Attack Bikes
  • Landspeeder
  • Whirlwind
Spoiler

IMG_20221211_164917882.jpg

 

Tau Empire

  • Coldstar suit
  • Enforcer suit
  • 2x Strike Squad
  • 1x Kroot Squad
  • 3x3 Crisis Suit Squad
  • 1x2 Broadsides
  • 2x3 Stealth Teams
  • Sunshark
  • 1x4 Markerlight Drones
Spoiler

IMG_20221211_164811225.jpg

 

Pregame

 

This was a mini-tournament game with it's own mission pack. Highlights included tweaked missions, no "painted bonus", and no unit can be more than 300 points.

 

Mission was Tide of Conviction from Warzone: Nephilim, with the addendum that you can only score Primaries if you hold/control the objective in your deployment zone. Other mission rules are Battle-forged CP bonus (gain 1 CP in each player turn); Supply Lines (only gain these CP if you're holding the objective in your deployment zone)

 

Primaries are Domination: 4/4/4 VPs for holding two/holding three/holding more than your opponent, which are scored in the Command Phase of rounds 2-5 (player who goes second scores T5 at the end of the game instead); Overrun: Turns 1-4 gain 2 VP if you hold an objective in your opponents territory, increased to 4 VPs at the end of the game

 

BA Secondaries

  1. Blade of Sanguinius: Chose an opponent character to accept a challenge from one of yours. 5/5/5 VPs if you kill it/kill it in combat/kill it with your chosen character
  2. Relentless Assault: Have more models in your opponent's deployment zone then they have in yours (4 VP at end of turn)
  3. Retrieve Nephilim Data: Do an action in each quarter, acquire a skull if complete. 4/4/4 VPs for 2/3/4 skulls

Tau Secondaries

  1. Decisive Action: (As Kauyon) gain 4/4/4 VPs if you hold more objectives than the opponent in turns 3/4/5
  2. Aerospace Targeting Relays: perform action midway on each battlefield edge. Gain 2/6/9/15 VPs for 1/2/3/4 relays
  3. No Prisoners: Kill tally of wounds divided by 10 = VPs

 

Map was set up as per the example on the mission in Warzone: Nephilim. Terrain was set up as per the recommendations from an earlier GW metawatch article as a guide (so four large obscuring terrain pieces in the middle of each quarter, five medium obscuring ruins in each quarter quarter and one in the middle, four pieces of area terrain bisecting each quarter.

 

BA Deployment

  • Scouts to outflank, Tactical Squad in Strategic Reserves, Callidus in reserves
  • Tactical Squad in ruin on left corner, Tactical Squad in home objective, Tactical Squad on large ruin in deployment zone
  • All jump packs units clustered together behind the large ruin with Whirlwind
  • Attack Bikes and Landspeeder on right flank
Spoiler

IMG_20221211_172854487.jpg

 

Tau Deployment

  • Steath Unit near a no-mans land relay, with the Sunshark behind, and the Broadsides tucked behind the corner ruin
  • One bank of Drones, Crisis, Strikes, Crisis, Commander
  • Strike squad on home Objective with Crisis, Stealth, Commander behind them
  • Kroot and Crisis on one side
Spoiler

IMG_20221211_172901008.jpg

 

Tau are going first

Astorath issued a challenge on the Coldstar Battlesuit

Tau redployed two Crisis Squads and Kroot towards the bikes 

 

The Game

T1

Tau mostly consolidate and advance slowly. Coldstar stays where he is, Stealth Teams get to work on the relays, Broadsides draw a bead on the Whirlwind but mostly whiff. Sunshark bombs and almost decimates the Tactical squad in the corner, leaving the Sergeant. The Crisis Suits found some of their weapons to be out of range(!) and failed to kill the Land Speeder or the the Attack Bikes squad.

The Land Speeder moves into the Tau Deployment zone. Some of the SG move towards the centre ruins, the rest of the jump packers engage the Kroot and Crisis suits, wipe them in combat, and manage to consolidate into the second Crisis unit.

 

Spoiler

IMG_20221211_184322619.jpg

 

T2

The Sunshark flies along the BA lines bombing another Tactical Squad and shooting the Whirlwind and the Tacticals in the ruins. A Crisis team goes to engage the isolated Sanguinary Guard, but one of them survives after the smoke clears. Tau continue to move towards Objectives and shoot what they can.

Callidus arrives to assist the lone Sergeant. Together they shoot, charge, and squish the Stealth Team. The DC and characters move towards the Tau home objective and butcher what is in their way (with Astorath claiming his target's head). The Scouts push on from the side the Bikes and SG are on, to finish off the remaining Crisis Suit leader

 

Spoiler

IMG_20221211_200651321.jpg

 

T3

The Tau try to score and shoot what they can

Final Squad of Tacticals arrives in the back corner behind the Broadsides. All troops and Sunshark are dispatched and everything else moves towards an Objective.

With five models remaining, the game is called and we talk through what's left.

 

Spoiler

IMG_20221211_210556084.jpg

 

Final Score

 

(Sorry, I can't remember the breakdown!) Following us talking through the remaining steps of the game, the final score was Tau - 46:90 - BA

 

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