Showing posts with label Blood Angels. Show all posts
Showing posts with label Blood Angels. Show all posts

Thursday, 11 January 2018

Blood Angels

So, Blood Angels.

Long time followers of my blog (Hi Mum!!) will know I had a huge Blood Angels army back in 5th edition. Firstly I ran a full Jump Pack Descent of Angels army, and then a triple Stormraven army with added Dreadnoughts. However, at the end of 7th I sold all of it to finance my Genestealer Cult army. Kinda regret that now!!

Anyway - I love the new Codex, particularly the Strategems, which I think allow you to play the army like it should be played (fast and deadly!). And I need an army for the GT final (I would play Harlies if I thought the Codex would be out by then, but I doubt it). So, I’ve been furiously painting Blood Angels and trying to work out the best build. OK, maybe not the best build, but the best version of the build I want to play.

Friday, 8 February 2013

Email In: Blood Angels List Analysis

Hello Sir#67 here,

Earlier on in the week I received this email from a player at me local store:

"Been pouring out the Blood Angels for your up and coming tournament, still figuring out their place in 6th Ed.
From what I see they haven't changed very much, everything minus has a plus to counter it, Like DC lost the initiative bonus of FC but gained an attack, so they are just as kill-y, also can't be kited about.

Been looking at Sanguinary Guard, Since 2+ Armour units just cant be swatted off the table by a random Sergeant's Power Sword or Lightning Claw, big downfall of Sanguinary Guard.


I've come up with this list I'd like your feedback on it

Nathan"

This is the list he sent in:

Dante

Honour Guard: Jump Packs and 4 Plasma guns

10 Assault Marines: Meltagun x2, sergeant with Lightning Claw and Storm Shield

10 Assault Marines: Meltagun x2, sergeant with Lightning Claw and Storm Shield

Sanguinary Guard: Death Masks and Glaive Encarmines (Power Swords)

Sanguinary Guard: Death Masks, Chapter Banner and Glaive Encarmines (Power Axes)

Baal Predator: Flamestorm Cannon

Baal Predator: Flamestorm Cannon

2 Attack Bikes: 2 Multimeltas

Looking at the list I can see that Nathan wants to play quite aggressively. I think the longest range of any gun in this list is 24"!. Sanguinary Guard are obviously important and Dante has been included to make them scoring, a good move in my opinion. He's also added a squad of plasma gun toting Honour Guard to take advantage of Dante's precision deep strike.

The two Baal preds add a bit of anti infantry firepower and could provide the assault marines/sang guard with some mobile cover while they jump up the field. The various meltaguns in the list look like Nathans answer to heavy armour.

Disclaimer: When I review lists I like to keep the core of the list as similar to the original as possible and change things around the edges. The only time I'd totally rewrite a list is if its way off the mark eg. If a Codex Space Marine List contained Vulkan but had only minimal flamer/melta weapons I'd suggest a full revision.

Review

There are a few things that stand out for me in this list. First are the Baals. Only having 2 vehicles in the list means the majority of your opponents anti tank fire will focus on them. Using them as cover for the marines could lead you to giving up a relatively easy first blood. I'm also not sure the flamestorm Baal is the way to go in this edition. To use the flamestorm effectively you have to get really close and with the 6th ed rules on vehicle assault I think as soon as you get one shot off the Baal will be assaulted and glanced to death.

Another standout for me is the Sang Guard squads. Death Masks are not really worth the points you pay for them. They're also not cumulative so if Dante joins one of the sang squads then the points are wasted. The chapter banner is something else I'm not sure on. It's a lot of points on something that can't be picked up by another squad member. With the changes to shooting I can see this guy getting singled out quite often. The extra attacks also make it more likely that the Sang Guard are going to win combat in the first round exposing them to retaliatory shooting attacks.

In terms of armament I'd also like to see a mix of axes and swords in the two squads. I've found that 3 Swords, 2 Axes works best. The swords are your front line, they make their attacks and are also the first casualties if any are caused. The axes then step up in their initiative step and make their attacks.
A mix also means you've got a bit of flexibility in each squad. Mixing the weapons also means both units will have a similar threat status. At the moment most opponents would focus on the all axe squad as that is clearly the most dangerous. If they were both armed similarly then although both are slightly weaker threats the threat is spread over a larger area and thus creates more of an issue. (I understand this might sound quite abstract. I'll try to do a post on how I visualise level of threat across an army and how it changes the way I play my games)

The final thing I'm not sure on is that by making the list very aggressive your sacrificing the ability to hold backfield objectives efficiently. You could always combat squad and leave 5 assault marines back there but they wont be doing anything other than camping one objective and that's a waste of points in my opinion.

My Version:

After changing a few units/load outs but still sticking with the overall theme of Nathan's list I've come up with the following:

Dante

Honour Guard: Jump Packs and 4 Plasma guns

Sanguinary Priest: Jump Pack, Lightning Claw

10 Assault Marines: Meltagun x2, sergeant with Lightning Claw and Storm Shield

10 Assault Marines: Plasma Gun x2, sergeant with Lightning Claw

Sanguinary Guard: Glaive Encarmines (mix of swords and axes)

Sanguinary Guard: Glaive Encarmines (mix of swords and axes)

2 Attack Bikes: 2 Multimeltas

2 Attack Bikes: 2 Multimeltas

Devistator Squad: 4 Missile Launchers

I've swapped out the Baals for another 2 attack bikes and a devistator squad. Both units will add to the lists long range firepower and allow for some extra scoring units in Big Guns and the Scouring. They also increase the chances of you gaining first blood.

I've changed the assault squad load outs so that one squad can hang back slightly but still contribute with their plasma guns. If your playing a game with alot of objectives then this squad could combat squad and still contribute to the game overall.

The sang guard are now just 2 bare bones units. They still provide a decent threat that needs to be dealt with but at a significantly reduced points cost.

In fact I've saved so may points that I was able to fit in a Sanguinary Priest. The idea is he joins the Meltagun assault squad and provides a bit of protection from small arms fire, plasma etc. The reason I've got him joining the assault squad and not the sang guard can be summed up in one word: Challenges. Sang guard units don't contain any characters so cant usually be challenged. If the priest was with them then he would always be the one accepting/refusing and therefore would probably get himself killed or wasted his WS5 lightning claw attacks.

In the assault squad the Sergent answers any challenges, hopefully taking any hits on his storm shield, leaving the priest to get a few extra wounds in with his own weapon. The assault squad also needs his buffs more. The sang guard are armed with master crafted power weapons, some of which will give a +1 S bonus anyway. Its the kind of thing a lowly assault marine can only dream of.

To be honest I'm not sure if the priest adds enough to be worth his points. As he is he costs as much as a scout squad with cammo claoks which would be another scoring unit to sit on an objective or outflank onto one late game. I don't think the decision is that clear cut it's the kind of this that only playtesting will tell for sure.

I think this list will perform better and more consistently than Nathan's original. It still requires a skilled hand to use well but should be alot of fun to play.

If anyone else has a list they'd like reviewing drop me an email at gregpiskosz@hotmail.co.uk

Until next time

Sir#67

Friday, 12 October 2012

Prospective Blog Wars 4 Lists


 
Inspired by Alex talking about his army for Blog Wars 4 I thought I’d discuss my prospective Blog Wars 4 lists.

For those of you who didn’t know Blog Wars 4 is a Warhammer 40,000 tournament ran by Alex, author of the From the Fang blog. It uses the full 6th ed rules and by that I do mean full. Everything from mysterious terrain to the Fortress of Redemption is in. The only restriction is that your army must contain a special character. Further information can be found here: http://fromthefang.blogspot.co.uk/p/blog-wars-4-brave-new-world.html

I went to Blog Wars 3 this summer and it was an awesome days gaming. I took my Dark Eldar that time (led by the Baron) and to be honest I was just playing my standard Dark Elder build. The only real change was I took out some Trueborn and fielded around 18 Reaver Jetbikes.

I’ve been playing  Dark Eldar pretty much constantly for about a year now so I fancy a change, given the low amount of power armour present at the last blog wars I don’t feel too bad getting my Blood Angels out again.

I’ve got 2 lists in mind. None of them the most competitive thing in the world but they should be fun to run.

List 1: Bling Angels! 1850pts

Old Man Dante

Honour Guard: Jump Packs, 4 Plasma Guns

2 Sanguinary Priests: Jump Packs

Sanguinary Guard: 2 Infernus Pistols, Power Fist

Sanguinary Guard: 2 Infernus Pistols, Power Fist

Sanguinary Guard: 2 Infernus Pistols

Sanguinary Guard: 2 Infernus Pistols

5 Scouts: Sniper Rifles, Camo Cloaks

5 Devistators: 4 Missile Launchers

5 Devistators: 4 Missile Launchers

It’s pretty obvious what this list is all about. Can you cope with 20 flying terminators? Everything else is just support. The devs will soften things up and hopefully give me a stab at getting first blood. The scouts are the usual stay in reserve/go to ground brigade.

Dante makes the Sanguinary Guard scoring and prays that his 2+ armour save and 4++ will make up for his initiative 2 (stupid axe! Rant coming later) and lack of eternal warrior (I’ve kind of got over this one).

Priests supply furious charge and feel no pain. I honestly feel that feel no pain has got better on Sanguinary Guard. A 2+ armour save generally kept them safe from small arms fire and being able to get FNP on the ride in should help to mitigate all that plasma that seems to be around these days. After the latest FAQ I’ll be making sure there is at least one axe in ever squad of Sang Guard. I’m not sure if the price of the Fist is worth it now they can effectively get a master crafter power axe for free.

They do have a weakness to other elite infantry though but hopefully a dash of plasma fury from the honour guard will help to thin their numbers a bit. The imbedded priest is a tasty bonus.

As an aside I haven’t given the Sang Priests any other wargear bar the jump pack they need to keep up with the rest of the army because there are no characters in Sang Guard units so the priests are going to be turning down challenges left and right!     

I’m under no illusions that the list will struggle against flyers and any list with a lot of ap2 shooting, but as I said at the start of the article it’s a list that will be fun to play. The only real problem is that I’m working away during the week so finding the time to paint up 25 golden marines will be difficult. Particularly as I’d like to NMM the lot.

Ok now’s a good time for the Dante rant: Why In The Name of All That is Holy Does His Axe Make Him Strike At I1!!! Seriously! Kharn’s axe does similar things and he gets to strike at I5. Dante’s high initiative and number of attacks, was one of the ways you could hope to mitigate his lack of eternal warrior, before some jumped up Serg or Grey Knight decided it was time for the old man to head the way of his Primarch. Mysterious FAQ writers please make him strike at initiative! He was one of the better Blood Angels characters but now I’m not so sure.

Rant over. Steps off soap box. Time for list 2

List 2: Rolling Thunder or Make Your Own Cover 1850pts

Sanguinor

Sanguinary Priest: Jump Pack

10 Assault Marines: 2 Plasma Guns, Lightning Claw

10 Assault Marines: 2 Plasma Guns, Lightning Claw    

10 Assault Marines: 2 Melta Guns, Lightning Claw

5 Scouts: Sniper Rifles, Camo Cloaks

Baal Predator: Twin Linked Assault Cannon, Heavy Bolter Sponsons

Baal Predator: Twin Linked Assault Cannon, Heavy Bolter Sponsons

Predator: Autocannon, Lascannon Sponsons

Vindicator

Vindicator

The gist of this list is fairly self-explanatory. There are 5 front armour 13 vehicles for the assault marines and Sanguinor to hide behind. There’s not as much feel no pain around but the weapons I’d normally need it for will be focusing on the tanks.

The Baal Preds can soften up hordes and light armour. They might be able to help with flyers due to a high rate of fire and twin linked on the assault cannons.

The standard pred provides long range anti-tank. I’ve always like this set up and being able to move 12” and fire both lascannons at full BS with a snap fired auto cannon is pretty awesome.

Vindicators are the terrifying machines they always were. They handle Paladins, Nob Bikers etc that this list can’t really cope with. The old one gun syndrome has been slightly mitigated by the changes to glancing/penetrating hits and random rolls for which weapon goes.

I’m starting to warm to the Sanguinor in this edition. He doesn’t do anything against 2+ armour saves unfortunately but he is a great assassin. The ability to re roll hits and wounds against one of your opponents HQ choices fits very nicely with the blog wars ethos and missions. He isn’t an independent character but can hide behind the wall of tanks until it’s time for strike.

Weakness wise this list is also going to struggle against flyers and Dark Eldar are going to laugh at it. On the plus side I do have everything bar the Sanguinor and the sergeants painted. I do want to repaint all my assault marines but I think I’ve got painting red down now it shouldn’t be too hard to paint 10 assault marines in a week.

I’ll put the lists up there for the internet to discuss. To reiterate I’m not after something crazy good, as long as there’s some teeth to the list and it’s fun to play I’ll be happy.

I expect EYIG will have some words to say on list one as I’m pretty sure he’s ran the Sanguinary Guard in large numbers before.

Hope that made for interesting reading. Until next time.

Sir#67

Friday, 24 August 2012

Blood Angles with Tau

I used to run 3 different  BA armies – Razorspam, DofA and tri stormravens.

 
There seem to be mixed views on whether or not Razorspam BA armies are dead. Most arguments I think focus on Hull Points and how this makes them far more fragile. I think this is probably correct, but to my mind that’s not the biggie. The big issues are being hit on 3+ in combat, and not being able to assault out of vehicles even if they didn't move. I think this kills the army build for BA. Razorbacks may still have a role as backfield support units, where they will be harder to suppress (for example in a SW army), but for BA (who want to get up close and personal), I really don’t’ think they are worth it.

 
My Tri Raven army flat out doesn’t’ work. Everything would need to stay in reserve which just doesn’t make any sense for the army.

 
Which leaves DofA. It will need to change. You must plan for most of your army starting on the board. So they need to be resilient. Which brings me to Sanguinary Guard. With Dante to make them troops, priest support, and artificer armour, they are pretty resilient. The big problem would be ranged support, which then brings me to Tau allies. A couple of squads of deathrain suits with shield drones plug that gap.

 
So the army might look something like this

 
Dante
 
Sanguinary Guard squad, 2 infernus pistols x3, one of them with a banner.
 
10 man assault squad with 2 plasma guns and sarg with twin Plasma Pistols

 Priest with jump packs x2
 
Shas'el Commander + 2 Bodyguards with TL missile pods, 2 shield drones and a black sun filter
 
3 XV8s with TL Missile Pods, 2 shield drones and BSF
 
6 Fire warriors

 
A little short of 1750, but that gives you scope for extras e.g. plasma on the assault squad, chapter banner, infernus pistols on the priests etc.
 
 
I actually ran this for the first time last night at our not-a club wargaming night against a foot slogging SW list (long fangs x3, grey hunters x4 with TDA Wolf Guard in each and Rune Priest), and it was OK.... but not great.
 
 
The armies mobility was fantastic. While being more expensive than 3 squads of devastators with ML's, the suits were far more mobile and, with Drones, more survivable. The Plasma squad was pretty good - coming in with Dante they pretty much wiped a GH squad on their own, and survived the return fire (Dante taking hits for the squad and within 6 of a priest).
 
 
The disappointment was the SG. I seemed to roll far more ones than I should have done (!), and they struggled to chew through the Grey Hunters.
 
 
It definitely deserves another outing, but I might try replacing the SG with 4 ASM squads. While not having the 2+ armour save, they have boides in their favour.
 
 
Thoughts on the idea in general and the list in particular welcome.
 
 
EYIG
 
 

Monday, 9 July 2012

2 games into 6th


I’ve now played 2 games of 6th edition and I’m getting  there!

My last game was against Little Geek’s Demons. He tabled me! What did I learn?

Well first, demons got way better in 6th edition!

Flying monstrous creatures are pretty hard core! When Little Geeks FMC’s come in they “swoop”, which means I can only hit them on sixes. When they move they can jump over my vehicles and hit them with a “vectored strike” which is a “sort of” assault. It hits on threes on the side armour. When it lands it can still fire one weapon, or if it’s a Lord of Change with some sort of upgrade thingy, 2 weapons. In one turn Little Geeks Lord of Change swooped over a Baal Predator, knocked off its assault cannon with a vectored strike, landed and then toasted a devastator squad with Breath of Chaos! His blood thirster is also a FMC….. so it is a truly horrible close combat monster, that you can only hit on sixes before it rips you apart….!

Demons can now tear vehicles apart quite easily. Little Geek runs 2 big squads of fiends – so hitting on 3’s, with 6 s5 rending attacks each on the charge, they easily rip apart anything that isn’t AV13+. Fiends are also beasts, so they can catch anything but the fastest vehicles.

It’s not all good for Demons – blood letters and blood crushers are pretty weak now (hell blades being AP3), but who cares when you have fiends!

And that made me think about how weak vehicles are now. Much has been made of hull points weakening them, and that’s true. But the really weakness I think is how vulnerable they are in assault. Now you hit them on 3’s rather than 4’s or 6’s. Couple that with hull points and even a pack of 10 Kroot will tear a rhinos apart no matter how far it moved… (30 attacks on the charge, 20 hits, 9 glances ..hell they could multi charge 2 rhinos and still have a reasonably good chance of killing both of them!) And if the Kroot wrap around the rhino before they charge it…..the contents are dead as well!

The other problem is the inability to charge on the turn you disembark even if you haven’t moved, and even if you have been blown out your transport. The earliest you will every be able to charge anything out a rhino is turn 3, and only then after hanging around for a turn getting shot at, assaulted and allowing your “target” to get out the way.

And to top it all you can’t claim an objective while inside a vehicle, nor can a vehicle contest.

Anybody who ran a mechanised army will have to radically rethink how they do it.  A few thoughts

·         Razorbacks are now backfield support units. The last thing you want to do is move them forward into assault range. Arming them with twin linked heavy flamers is now pretty pointless, and assault cannons questionable. In this role they are perhaps stronger as they are harder to stun.
·         I’m struggling a bit to see a role for Rhinos – moving forward with them is now pretty dangerous, but staying in the back filed is pretty pointless. Over 200 points to shoot a heavy and a special out the top hatch. Not exactly points efficient.
·         Chimeras are better because they have the 4 firing hatches – but hull points, and a 5+ cover save effect them too – auto cannons and XV8s with missile pods will strip them of hull points pretty quickly (on average 6 deathrain XV8s will kill a chimera!).
·         Putting anything in a transport you might want to use in assault (unless it’s open topped or has an assault ramp) is pretty pointless. For blood angels 5 man assault squads used to be a cheap scoring upgrade for a razorback, with a melta gun (maybe with an infernos pistol on the sergeant), who, if you gave the sergeant a power weapons, and there was a priest hanging around, were OK in assault, particularly if you teamed up with another 5 man squad. Seems to me there is just no point in thinking this way anymore.
·         For marine armies I wonder if we’ll see the resurgence of the tactical squad? The ability to combat squad and keep both squads in the rhino increases flexibility. Being able to jump out and rapid fire something over 12 inches away helps, and  8 rapid firing bolt guns, a missile launcher and a plasma gun on overwatch might make you thing twice before you charge them. Is this the new use for Rhino’s?
·         Landraiders become relatively better. Harder to “one shot” and you can assault out of them.
·         Ironically I think predators become better.  While hull points and 5+ cover makes them easier to kill at range, it’s harder to stun lock them so, while they might not last as long, they are more likely to fire to full effect until they die.
·         In a Tau army there is now even less point in bringing hammer heads and fire warriors in devil fish. Disruption pods only give a 5+ save. One of the big advantages of a hammer head over a broadside was the ability to tank shock on to an object to contest it.. not any more! I bought a Devilfish for my fire warriors so they could move forward onto objectives, tank shocking if needs be….not any more!

Hmmmmm……back to the drawing board…!

EYIG

Friday, 1 June 2012

Club Challenge 2012 – flight of the Storm Ravens (cue Robert Duval waxing lyrically about napalm in the morning!)


This was a really fun weekend. It was a club tournament, well actually it was 5 tournaments in one – 40k, Fantasy, Blood Bowl, Hordes and Flames of War. Your club entered players in 4 out of the 5, and the club with the highest average score across all 4 won. There were also prizes for the top 3 in each system, and a club shield for each system. I was playing for the Cheltenham Warchiefs (don’t ask!), and we were targeting the 40k shield.

So Friday night didn’t go well. I am such a light weight when it comes to beer….and whiskey…! And so it would appear poker (the only text I got from Mrs Geek all weekend was not to tell me how much she was missing me, but to ask how much I lost at poker…!)

So Saturday started bright and early (well early anyway), and my first opponent was playing Necrons.

The games had 3 missions in each – the Primary, which was usually objective based (one annihilation game during the weekend), then VP difference which applied a score modifier, and then an optional objective (like kill their most expensive unit, or most expensive HQ etc). You got 20 points for a win, 10 for a draw and 5 for a loss. A big VP margin could give you another 5 points (with your opponent losing 5 points) and you could get 5 points for achieving your “secret mission.

Game 1

Last time I played Necrons I got absolutely humped…..so this time I approached it very cautiously. Mission was sieze ground with 5 objectives, spearhead deployment. He had 3 spiders, two 6 “man” units of wraiths, an overlord in a barge and 4 squads of 5 warriors with a Cryptec in each. He also had a destroyer Lord, and 2 of the barge thingies that shoot heaps of S7 shots, and even more if they roll a 6 (Telsa?). I got first turn and deployed, he deployed everything and did not sieze. Objectives were spread roughly in an “X” pattern toward the centre of the board.

In my first turn he shot a solar flare, so I didn’t shoot anything and didn’t really move either – I wanted do stay away from the Lord in the Barge and his drive by attack. In his turn he tried to spawn some scarabs and rolled 3 ones, wounding each of his spiders! He moved his Lord flat out, and moved everything else into the middle of the board.

Hmmmm…to get the objectives I needed to deal with his Wraiths. I suspected they would murder my Sanguinary Guard, but I fancied my Furioso’s chances (S5, even with rending, will find AV13 tricky). The 3++ save will mean it would be a long combat, but all I really needed to do was pin them in place, allowing my Guard to target his troops and hopefully wipe them. The problem was I needed to tie up 2 squads of Wraiths, and kill 4 troops choices with only 5 units (2 Furiosos and 3 squads of Guard). Oh and I really needed to kill the Lord in the Barge before he gibbed my Ravens.

So the plan was to kill the Lord first, then kill the spiders (don’t’ want any more scarabs scuttling about) tie up the Wraiths with the Furioso’s, and kill his troops with the Guard, and hope I had some Guard left to claim some objectives….!

It almost worked – the spiders went down in a flurry of blood strike missiles, the Lord went down to the Raven’s Multi Meltas, and one Furioso ripped through a squad of Wraiths (the extra armour really helped here – effectively giving him a 5++ in close combat). However I wasn’t able to catch the other Wraith squad, and they pulped one squad of Guard. However, I did manage to kill all his troops (bar 2 that were out of position),  both Lords and all his vehicles. Turn 5 I had 5 scoring models left (2 in one squad and 3 in another) but they were out of position. If it had gone onto turn 6, I could have bounced the guard onto objectives for the win…but it ended turn 5.

So a draw on Primary, but I won on secondary and achieved my mission (kill his most expensive HQ). So a win for me something like 17pts to 6pts.

The Furioso’s were great this game at holding up wraiths – didn’t kill them very quickly, but stopped them doing anything. The biggest problem was that my scoring units were also my heavy lifters – I didn’t get the timing right i.e. I didn’t pull the Guard back quickly enough to grab the objectives.

Game 2

Three Objectives, one in the centre and 2 on the centre line, 9 inches in from the board edge. Against Guard – 2 Vendettas, a Manticore, 4 Chimeras, a Devil Dog and 2 Lehman Russ with the battle cannons. He also had some storm troopers and a bunch of metal/plasma vets in the chimeras and Vendettas. I got first turn (phew)!

I set up centrally, keeping Dante and a squad of SG in reserve, and he castle up in a corner. First turn I moved flat out right into his teeth, and jumped out all my units using “Skies of Blood” and the locator beacons on the Ravens. I popped smoke on the Dreads, and landed the guard in cover behind the Dreads. As discussed before, the idea was to give him target priority issues.

It worked a treat – from memory I think I lost one squad of Guard, but everything else survived. My turn 2, Dante came down and I was in about him. Long story short- at the end of the game I had 2 objectives, he had 6 guardsmen left, and I achieved my mission (kill 50% of his  troops). Stand out moments – Dante, the Guard the Ravens and every other sodding melta gun in my army failing to do anything to his Chimeras for about 2 turns….! Him deep striking his storm troopers beside 2 remaining Guard models that were running away from the action to grab an objective, opening up with 2 melta guns, hitting with both, but rolling snake eyes to wound (phew), and finally moving a Raven flat out behind one of his Vendettas and firing the assault cannon into its rear armour, killing it.

So a 28 points to 2 win.

Game 3

Annihilation, Dawn of War, Grey Knights. Two Autocannon Dreads, a Dreadknight, a bunch of terminators with max psycannons, 2 squads of purifiers in rhinos, and 3 strike squads in razorbacks.

Now, looking at this, I quite fancied my chances – if I could get them out their boxes, and my Dreads into combat, I might just pull it off….! But it didn’t work! In his first round of shooting he downed both ravens, and killed one of the Dreads that came out of them. Effectively that was game over there and then. I just could not advance into his hail of shooting. Big loss for me – 28pts to 2 pts. My opponent went on to win best overall, which makes the loss a little easier to bear!

So end of day 1 and sitting on 2 wins and a loss. Not too bad, but a little disappointed in the last loss being such a bit one.

Game 4

Grey Knights again. Capture and control. Spearhead. He had a Dreadknight with teleporter, Landraider with purifiers, a big bunch of terminators (10) a Grandmaster, a Dreadnaught with autocannons and a razor back with a strike squad inside (BTW – the army looked amazing – very well done in Bronze rather than silver – he got my vote for best army).

So I took a little time to think this one through. He only had 2 scoring units (the Termis and the Strike Squad). I suspected he would camp the termis on his objective, and use the Dreadknight to contest mine with the 36” shunt move. With that in mind I placed my objective on the top of a 3 story building, in the middle of the board. My Guard could fly up there, but his Dreadknight couldn’t (MCs can get up onto top stories, but only if they “fit” – it was a small, but tall building!). The idea was to kill the strike squad, and retreat with a Guard squad to the top of the building I would then try and contest his objective.

He won first turn but gave it to me. And it was the right thing to do. There was lots and lots of terrain on the table. He managed to set up in such a way that I could see nothing to launch my missiles at. So I set up on the line, keeping Dante and a squad in reserve. The idea is that I would use his “no scatter on deep strike rule” to nuke the Land raider if needs be. So I moved flat out into his teeth with one Raven, and hid the other slightly back behind terrain (yes the terrain was that big!) I used the machine spirit to shoot his Raider, hit it and penned it, but rolled a “1” on the chart…bugger! In his turn the purifiers jumped out the Raider and downed the first Raven but he didn’t do much else. The Guard squad and the Dreadnaught sheltered in the wreckage, preparing to kill the Purifiers that had jumped out the Raider and shot down their ride.

My turn 2, Dante came in. Hmmm….I needed to pull the Terminators off his objective. If I deep struck Dante and crew close enough to hit the Raider, and tempt a charge from the Termis that might just do it. I could then try and get both Furiosos into the terminators. So Dante deep struck right behind the raider – the Guard Squad and the Furioso that had been blown out their Raven lined up the Purifiers and the Second Raven moved flat out in the hope that it would kill the Autocannon Dread. I used skies of blood to get the Gurad squad out of the remaining Raven. Close to the ruin with my objective in it.

Well Dante and the SG failed to kill the Raider (3 penetrating hits, 2 ones and a 2 on the chart!). The Guard wiped the Purifiers (no halberds), and the Raven took an arm the Dread.

In his turn he moved the Terminators off his objective to assault Dante (good), but moved his strike squad razorback and the Dread cleverly to block an assault from the Furioso in the Raven (bad). The strike squad jumped out and killed the Guard squad that had wiped the Purifiers (argh!) and the Dreadknight assaulted the Furioso that had been shot out of the downed Raven (Oh dear!). And (having made his fortitude roll) he immobilized his Raider on terrain! The terminators pulped Dante’s squad (Dante took one with them) but Dante survived and used Hit and Run to get away, hiding behind the raider. The Terminators consolidated towards the Raven with the Furioso. The Dreadknight (even with the Great Sword) didn’t do anything to the Furioso (thank you extra armour!) and The Furioso did 2 wounds in reply.

In my turn Dante jumped over the Raider into position to assault the strike squad. The Raven moved to try and get position to allow the Furioso to assault the Terminators, but couldn’t (remember – lots of terrain!). I jumped the remaining guard squad onto my objective, killing 2 because of dangerous terrain tests!! Dante shot one marine in the strike squad, and the Raven finally killed the Autocannon Dreadnaught.  In assault Dante fluffed, killing only 3 marines! In return he was insta killed by the Demon Hammer….! Both the Dreadknight and the Furioso fluffed, and they were still locked in combat.

In his turn the remaining strike squad member got back into the razor back and zoomed off, onto his objective. Se he was holding his objective with one guy in a razorback. He shot the raven and did nothing, and then assaulted it with the Terminators, exploding it. The Dreadknight finally killed the Furioso and consolidated towards the Guard squad on top of the ruin.

In my turn I assaulted the Terminators with the Furioso, and shot the Dreadknight with an Infernus Pistol from the Guard in the Ruin. I put a wound on the Dreadknight (leaving him with one wound!), and the Furioso chewed through 9 terminators in 1 round of combat (!) leaving him locked in with the Grandmaster.

This was his turn 5 (I think!). He has just lost all his terminators (he took this hard because he forgot his psykotroke grenades!) and he was holding his objective with one marine. He needed to kill my Guard in the ruin and stop my Furioso killing the Grandmaster and consolidating onto his objective to contest it. All he had left was the immobilised Raider with a heavy bolter, the Grandmaster who could do nothing to the Furioso, and the Dreadknight on 1 wound.

First he tried to move the Dreadknight into the ruin to get the guard. He couldn’t do it – it was too big to fit on the ruin. I let him take the move back, and he jumped it over to assault the Furioso, locked in combat with the Grandmaster. He shot my Guard with the Raider’s heavy bolter but I made my 2+ saves. In the assault the Dreadknight had to go through terrain so was going last, so the Furioso killed the Grandmaster, and the Dreadknight cast Hammer Hand….and periled, failed its save and lost its last wound! The Furioso consolidated towards his objective, but was not in range to contest. I needed the game to go to a 6th turn…and it did!

The Furioso moved to the objective but stopped more than 3 inches away because of poor difficult terrain test. And I made a stupid stupid mistake. Rather than run onto his objective, to ensure the win, I decided to shoot the Razorback with the Melta. Rush of blood to the head! I missed. So at the moment it was a draw. If the game ended there, I would have snatched a draw from the jaws of victory. Thankfully it went on to turn 7 and I destroyed the razorback and killed the marine inside…phew!

So a really close game. At the end I had 1 Furioso and 2 Sanguinary Gurad left, and he had an imobilsed raider. So a win, but not a big win – 20 - 10 to me.


Game 5

Grey Knights again! To be fair there were only 4 Grey Knights players in the tournament of over 30 guys, so just unlucky I guess. Interesting list – he was running 2 storm ravens, 2 squads of 5 Paladins, 2 squads of 2 Paladins, a Dreadknight and Draigo.  

This was the 5 objective game I wasn’t looking forward to. One in the centre of the board and one in the centre of each quarter. Dawn of War. I won first turn, and gave it to him. He deployed one 2 man squad of paladins on the objective in the far left quarter, and one on the second floor of a ruin within striking distance of all three on the right of the board. He made the Dreadknight scoring with Grand strategy, but kept it in reserve deep striking. I deployed nothing, keeping one squad in reserve deep striking, and everything else coming on first turn.

His turn 1 he moved both Ravens full of Paladins flat out into the centre of the board. My first turn I moved my Ravens flat out head to head with his. I concentrated both Assault Cannons on one of them, exploding it and putting a wound on a Paladin. He had taken it off the board before we both remembered he had forgotten to take the cover save from going flat out. I guess I could have said “tough your mistake”, but that seemed a bit extreme…so I let him roll it and he saved – ah well!

His turn 2 he gets his Dreadknight in and deep strikes it onto the other objective on the left, essentially removing it from the action which was all happening on the right side of the board. He tries to shoot down my Ravens, but manages to only shake one of them.

My turn 2 I get the other squad in, but deep strike it away from the action, but able to get to objectives if necessary. I also explode both his Ravens!

That was pretty much game over there. In his turn he shoots at my ravens but they hold up. In my turn 3 I “monster” Draigo and his squad with both Furiosos, 2 squads of Sanguinary Guard, Dante and a Priest. After the dust settles I’ve wiped out the paladins and put 2 wounds on Draigo with the loss of 5 guard and Dante. Draigo has to take a bunch of fearless wounds and rolls I think 3 ones. Dead.

After that it was just a matter of stalling the Dreadknight by assaulting him with one of the Furiosos (they stayed locked in combat for the rest of the game) and picking of the other Paladin squad with the Raven’s Blood Strike Missiles, assault cannons and multi meltas. At the end I held 2 objectives, he held one, one was contested and the other had a Dreadknight running towards it (after finally killing the Furioso), but not fast enough….!

Another win 28pts – 2pts.

So – 4 wins and a loss, enough to give me 5th overall. We wont talk about how the club did!

I really enjoyed playing this list. It wasn’t optimal. I should have taken an assault squad rather than the 3 Guard squad, but it was fun to play. However, it really is too many eggs in 2 baskets. If the Ravens went down turn one or 2, then I really struggled. To make a Raven list work, I think you either need 3 of them, or other things (e.g. scouting Baal Predators, Razorbacks) to take the heat of 2 Ravens.

More importantly I really enjoyed the tournament as a whole – the team aspect of it was a blast.

EYIG

Tuesday, 22 May 2012

Last Weekends Tourney, and list for the Club Challenge



As I mentioned in the last post I was at a tourney at the weekend. It was a local one organised by my FLGS, Worlds at War. It was in fact 3 tourneys in one – a 40k tourney, a flames of war tourney and a warmachine tourney. My son and I entered the 40k tourney. Little Geek just turned 12, the minimum age for this tourney.

The tourney was not particular hard core! There were 12 people, three of them kids (Little Geek and 2 of his buddies from school), and I knew and have played most of the others on numerous occasions. A tourni for fun and laughs.

I eventually decided on Version 3 of the twin Raven list – the one with the Honour Guard and the Vanguard Vets. First game was against a friend who was playing his Chaos Marines. They were a Khorne themed army and absolutely stunning. The man’s an artist! Unfortunately he didn’t have enough shooting to down my Ravens before I hit his lines. After the dust settled he had a Greater Demon left, locked in combat with one of my Furiosos, and nothing else. A win for me.

Game 2 was seize ground, three objectives, against a fairly typical mech elder list. I was a little worried about this one as if he played the “last turn objective grab” game I might struggle. But my dice were on fire and I downed his Grav Tanks pretty quickly and the rest was mopping up. Another win.

Game 3 was annihilation, Dawn of War against an ultra marines army. He was running 15 (foot slogging) Tac terminators and assorted bits and bob (attack bikes, trip lascannon predator, thunderfire cannon, some foot slogging tactical squads and a speeder). Nothing much to say really. After I killed the bikes and the predator, the Furiosos got in among his units and even the Terminators couldn’t do much. The funniest thing was my assault squad running as hard as possible to get out of range of his Thunder Fire Cannon! The bloody thing killed the whole squad down to the sergeant!

Game 4 was a blast – annihilation again, against the guy who taught me to play 40k (Little Geek and I attended the local GW “beginners academy” a couple of years ago and this guy was the staffer who ran it – it’s all his fault!). He plays space wolves, and usually runs long fang spam with lots and lots of foot slogging grey hunters (surprisingly effective!), but recently he’s been moving to a mech based list with Hunters in rhinos and razorbacks, a land raider and a couple of dreads.

I got first turn and set up to rush him – thankfully he didn’t seize, and first turn I moved flat out into his face killing the Land Raider, and one of the razorbacks using power of the machine spirit. In reply he downed one of my ravens (I think with living lightening). At this point I though it was in the bag, but he played a very clever game and pulled it right back – in the end I thing I won by 2 kill points. Highlight of the game was one of my Furiosos being locked in combat with Ragnar Blackmain for 4 rounds of combat (after having butchered the squad he was with) and then, just as the Furioso got out of that combat, he was charged by a rifleman dread, and locked in combat with that dread until the end of the game….!

Little Geek did pretty well. He plays Demons, and (of course) struggles against the grey knight spam you see at tourneys (he’s been coming to tourneys with me since he was 10 – at least to the ones without age restrictions, so for his age he’s an “old hand”). This time he played 2 grey knight players and beat them both. I suspect the most satisfying was against one of his schoolmates who had been explaining how his Knights would stomp Little Geek’s Demons. I think LG killed everything bar his Land Raider!

So fun for all the family and a cool trophy for me for pulling out the win!

So anyway – final decision on the list for this coming weekend? Well last night I was agonising over which version of the twin Raven list to take. I had all my models out on the table to see what I had available (sadly it has to be a pretty big table!). In a moment of weakness I was distracted by the shininess of my Sanguinary Guard – a year ago I painted a bunch of the models thinking I might run a Dante Wing. But they’re tricky models to paint, and I got a bit bogged down. The project went on the shelf after I finished about 15 models….but last night they looked so shinny!

So I’ve gone with Version one of the twin Raven list, but with a slight change – rather than taking an assault squad whose only job is to camp objectives, I swapped it for a 3rd Sanguinary Guard squad! So a total of 15 scoring bodies in 3 separate squads… and 4 of the missions involve objectives, 2 of them 5 objectives….oh dear! Yes, that’s right I’ve actually made the list worse – what can I say – I’m a victim of shinny model syndrome!

I suspect I’ll get stuffed…..! But I’ll win the Saturday night poker game we’ve got planned….(well actually no, I’m rubbish at poker so I’ll probably lose my shirt!)

I’ll let you know how it goes.

EYIG

Friday, 18 May 2012

More Tournaments - BA Lists



I have 2 tournaments lined up, one this weekend and one next. This weekend is a local one – one day 4 games at 1750pts. Next weekend is the Club Challenge at Maelstrom Games in Mansfield, 2 days, 5 games, again at 1750.

After the fun I had at TofS with my Blood Angels I’m going to run them again – but what to take?

I want to run the same list in both tournis for practice. I don’t have nearly as much experience with BA as I do with Tau. The reason I mention this is that there are comp restrictions at the Club Challenge, which will effect my list for Sunday. Broadly the comp restrictions are that you can’t take more than 2 of the same unit, other than troops – so my triple ‘raven list is out!

I’m debating with myself over two basic lists, with a degree of variety in both.

The first is a BA Razorspam list, and the second is a twin Stormraven list.


Friday, 4 May 2012

Throne of Skulls Battle Reports


Last weekend at Throne of Skulls I had a blast. Attending with my brother and my son was fun and I had 5 great games with fun opponents – and I won best Blood Angels player, which always helps! I’m not going to do blow by blow battle reports, but here’s a quick summary of how things went.

First of all my list was as posted last week – a Librarian with Shield and Rage, 3 Stormravens with extra armour, 2 Furioso Dreads, 8 Death Company with a Thunder Hammer, a Death Company Dread and one unit of assault marines with no upgrades. I posted last week that this was a silly list, and it is. Frankly I was really lucky with my match ups as you’ll see.

Game 1

Against a really cool guard army. Lots (and lots) of guardsman with lots (and lots) of stuff (lots of heavy weapons  teams!), all foot slogging and 3 Hydra’s. All the guardsmen were Ratling miniatures and had a very strong WW I theme. The centre piece of the army was a sentinel converted into a bi-plane, who my opponent called “Bigglesworth”! In fact all the minis had names (Baldrick and Captain Darling made an appearance). Anihiliation pitched battle. He had first turn.


Monday, 26 March 2012

Blood Angels Renaissance: Razorspam



Hello and welcome to part one of my Blood Angels Renaissance, today we’ll be looking at one of the most common Blood Angels builds; Razorspam

So we’re all on the same page a typical razorspam will look a little like this:

Librarian: Shield of Sanguinius, Unleash Rage
Honour Guard: Meltagun
Razorback: Lascannon, Twin-Linked Plasma Gun
5 Assault Marines: Meltagun
Razorback: Lascannon, Twin-Linked Plasma Gun
5 Assault Marines: Flamer
Razorback: Lascannon, Twin-Linked Plasma Gun
5 Assault Marines: Flamer
Razorback: Lascannon, Twin-Linked Plasma Gun
5 Assault Marines: Flamer
Razorback: Lascannon, Twin-Linked Plasma Gun
5 Assault Marines: Flamer
Razorback: Lascannon, Twin-Linked Plasma Gun
2 Land Speeders: Multi-meltas
2 Land Speeders: Multi-meltas
2 Land Speeders: Multi-meltas
Predator: Autocannon, Lascannon Sponsons
Predator: Autocannon, Lascannon Sponsons


Monday, 19 March 2012

Blood Angels Renaissance



I’ve been playing Dark Eldar for nine months now. They’ve been to four tournaments and enjoyed some pretty decent success. Nine months is a long time though and I think I need a change.

Enter Blood Angels!