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Made in us
Beast Lord






This is my first try with a defensive Blood Angels list. First of all I decided to change up my list a little and leave my space wolves at home. I dropped the DC Dread but stuck with my basic design.

Vassal was used for graphical representation.

My opponent, Mike, came to the table with a Blood Angels list. Not what I was expecting but it’s a good a test as any. He came with Mephiston and his Assault Troop/Heavy armor hybrid list.

My Flesh Tearers list:

HQ:
Tycho – In a Rhino in a with the Sternguard and Brother Corbulo

Elites:
6 Sternguard – 2 Combi-Plasma, Missile Launcher, Lascannon, Melta Bomb
Brother Corbulo
Chaplain – Jump Pack

Troops:
3x10 man Tac Marine Squad – Plasma gun, Missile Launcher in Rhinos
5 Death Company with Jump packs – 1 Power Weapon

Heavy:
2 Vindicators – Siege Shields, Extra Storm Bolters, Hunter Killer Missiles
Devastators – 4 Missile Launchers

Mike’s Blood Angels list:

HQ:
Mephiston

Elites:
3 Sanguinary Priests – Jump Packs
Furioso Dreadnought – Blood Talons in a Drop Pod

Troops:
4x10 man Assault Marines – 2 Meltas, Sgt has Power Weapon and Melta Bomb

Heavy:
2 Vindicators – Siege Shields
Predator – Auto Cannon, Las Sponsons

Mission:
The Scouring

Deployment:
Dawn of War

Rolled a 5 for Night Fighting, not in play for the first 4 rounds.

I rolled high and chose to deploy first.

Warlord rolls:
Me (Personal) – Legendary Fighter – 1 VP for each Character Tycho kills in a challenge
Opponent (Strategic): Strategic Genius – re-roll reserve rolls

Red Thirst Rolls:
Me: Tac squad #3
Opponent: none

We had another guy shuffle the markers and place them face down 3 on each long end of the table evenly spaced. 1 side had 8 VPs total and the other had 7. I of course chose to set up on the 8 VP side.

Mike Rolled a 3 for his seize attempt.

The table was set up rather symmetrical. Had 1 difficult terrain on my left corner and 1 across the board on the right corner. 2 ruins, 1 on my right corner and 1 across the board on the left corner. 2 crater difficult terrain pieces between the ruins and wooded areas on the short ends of the board and 1 hill in the center.

My Mysterious objective markers:

Wooded area on my left – Sabotaged!
In the ruins on my right – Scatterfield
The one in the center in the open – Nothing of Note

Mike’s Mysterious objective markers:

Wooded area – Scatterfield
Ruins – Skyfire Nexus (Might as well be nothing of note)
Center in the open – Skyfire Nexus

My deployment:

My Flesh Tearers deployed defensively. Rhino, Tac Marines #1, #1 Vindicator and Devs in the wooded terrain taking care to stay within 3” but outside the radius of the exploding marker. Rhino, Tac Marines #2, #2 Vindicator and the Death Company parked in the 3+ Ruins (thanks to the Scatterfield Marker). Wish I had taken a Techmarine, that would have been 2+ cover. Tycho, Sternguard, Tac Marines #3 behind their Rhinos on the marker in the center. I secured all 8 VPs.



Mike’s deployment:

Mike chose to reserve 2 Assault squad #1 and #3. #2 was deployed on the middle marker between Vindicator #1 and #2. Mephiston snuggled the back end of Vindicator #1. #4 deployed in the Ruin taking that objective and securing 3 VPs. His predator parked in the wooded area covering that marker. The Furioso, of course was held in reserve to arrive on his first turn.



(Keep in mind the movement, shooting and assault phases were kept by the rules but for dramatic effect they are written in more of a narrative, i.e. the moving then firing, moving then firing and so on.)

Flesh Tearers turn 1:

Vindicator #1 moved up and fired his Demolisher Cannon at Mike’s Vindi #1 and barely scattered hitting the Vindicator, 2 Assault Marines and Mephiston. Mephiston was wounded but was within range of the Sanguinary Priest but did not save and took at wound. I rolled for the Vindicator and penetrated. Rolled a 5 but thanks to the Demolisher Cannon being AP 2 I got +1 to the roll. It ‘sploded, hitting 4 Marines and Mephiston. I rolled to wound Mephiston but failed to do so. I rolled for the 4 Marines, wounding 2 killing 1. I rolled to wound the remaining Marine the blast template hit, killing him. That’s first blood for me.

Mephiston now uncovered, my Devs unloaded on him. 1 krak missile hit him and wounding him. Mephiston being the beast he is shrugged it. Vindicator #2 wanted to fire at Mike’s 2nd Vindicator but due to measuring before I fire I saw I was out of range so the Vindicator inched forward and declared my shot at the Predator in the wooded terrain. We both agreed due to the numerous trees it would count as obscured on it’s side armor. I rolled hit on the scatter dice, cover didn’t help it and it was wrecked.

Tac Squad #2’s Missile Launcher found a nice soft side shot on Mike’s Vindicator #2. Due to the distance to the window on the ruin we both agreed with would provide cover, but I missed the shot.

That ended my turn.



Blood Angels turn 1:

The Furioso pod came crashing in and landed slightly off target. It exited the drop pod guns blazing at the Rhino protecting Tycho, Corbulo and his Sternguard. Its melta fired but only blew off the Storm Bolter and removing a hull point.

Vindicator #2 roared forward to return the favor and bring pain on the Flesh Tearer Vindicator #1. Scatter dice rolled a hit penetrating the front armor and blowing it apart and hitting a Dev Marine in the blast but failing to kill him.

Mephiston took cover behind the Vindicator and the hill as well as the Assault Squad #2 staying in range of the central marker. Squad 4 hugged the walls of the ruins a bit tighter.

Ending round 1.

VP’s so far: Flesh Tearers 9, Blood Angels 5.



Flesh Tearers turn 2:

The Rhino’s in front of Tac Squad 3 and Tycho and his Sternguard moved to give them all a shot at the Furioso. Tycho and the Combi-Melta Tac moved forward a few steps to get in range and opened fire on the towering Furioso. Tycho’s and the Tac marine’s meltas penetrated the front armor of the Furioso along with the Lascannon and the Krak missile. The Furioso erupted into a ball of fire flinging molten metal in all directions. The Vindicator turned poised to finish the job if the Sternguard failed.
The Devastators let loose their missiles at the last Blood Angel Vindicator, 3 of which penetrated the front armor, 1 missile skidding of the edge of the hill but finding it’s mark. 2 impacts rocked and shook the Vindicator, the 3rd hit the Demolisher Cannon rendering it unusable.

Tac Squad #2’s Missile Launcher fired at the Vindicator hoping to end it but the shot went wide.

The Death Company took to the air to support Tycho’s flank in the center awaiting the Descending Angels.

This ended my turn.



Blood Angels turn 2:

Thanks to the 3+ reserve rolls and the re-rolls Blood Angels naturally get both reserve squads descended on the battlefield.

Squad #1 came roaring down in a precision descent landing close to my remaining Vindi #2 and positioned his melta guns so they could get optimum range.

Squad #3 wasn’t so precise in the descent and missed their mark by a few degrees landing near the Blood Thirsty Tac Marines and their Rhino and contesting the marker.

The other 2 Squads decided to give up their markers and try and dislodge me from mine. Mephiston following close behind.

Squad #1 opened fire at the side of the Vindicator but missed it...

Squad #3 opened fire on the Tac Marines. 2 were reduced to slag piles and bolt pistol rounds plinked off the armor of the others.

Squads 2 and 4 ran forward as well as Mephiston

The stunned, weaponless vindicator sat there… 

End Round 2

VPs so far: Flesh Tearers 7, Blood Angels 0



Flesh Tearers turn 3:

The thirsty Tac Marines moved to the side to let the Death Company get a good line to charge as well as the Rhino.

Squad 1 in the ruins moved up to get in better range to fire their bolters at the encroaching Assault Marines.

The Vindicator lined up a good shot and the Rhino in the wooded terrain shifted to give good line of sight for the Tacs.
Tycho’s squad decided not to move.

The Vindicator barely scattered hitting 8 Marines and the Priest killing all 9.

The Tacs in the woods fired at the Assault Marines baring down on them,killing 1 so the Devs tried to finish them off killing the Sergeant due to bad placement on Mike’s part.

The Tacs in the ruins opened fire, their bolters firing 2 shots each but only killing 1 and it was the missile launcher that got through.

The storm bolters on the Rhinos opened up on the same squad killing none.

The squad the vindicator slaughtered broke and took off the board edge.

The Death Company Hammer of Wrathed the assault marines. The Assault Marines opened up with everything they had but missed every shot. The impact of the Death Company killed 1 marine. The Death Company got their full S5 20 attacks on the charge thanks to Rage and Furious Charge killing 6 marines. The Assault Marines struck back killing 4. Leaving 1 DC Marines and the Chaplain.

That ended my turn.

Blood Angels turn 3:

What was left of Mike’s army moved forward. The right squad moved up to hug the Ruins.

Mephiston took off toward Tycho’s group making sure to put Tycho the closest target.

The right Marines opened fire through the ruins windows at the Tacs inside. Melta was saved thanks to the 3+ cover from the marker and no wounds from the bolt pistols.

Mephiston fired his plasma pistol at Tycho but was saved thanks to FNP from Corbulo.

The left Assault Squad shot their bolt pistols at the Tac marines in the wooded area and killed 2.

The Vindicator fired it’s Storm Bolter but missed the Devastators.

Mephiston challenged Tycho to single combat. Tycho wouldn’t have his pride besmirched so accepted. Mephiston cast Sword of Sanguinius. Thanks to the order in which Challenges works he wasn’t able to use Transfixing Gaze because Tycho wasn’t in base contact with him.

Mephiston and his 7 initiative struck the first blows and failing to wound Tycho. Tycho retaliated with his Dead Man’s Hand (S4 attack that ignores armor) wounding Mephiston twice. Mephiston was outside the range of his Priest so no FNP for him. He took ‘em.

The right assault marines assaulted the Tac marines in the ruins. The Tac marines opened fire killing 3. Hammer of Wrath killed 1 Tac Marine. Both units swung intent on ending the other. The Tac Marines lost 3 the Sgt saved thanks to the invul roll from his power sword. The Blood Angels Sgt failed his rolls and died. The Tac Marines lost by 3 but mustered insane courage and stood fast.
The Assault Marines in the center finished off the Death Company and Chaplain and having nowhere to go to be effective they decided to stay put and weather the coming onslaught.

The far left Assault Squad decided against assaulting with their jump packs into dangerous terrain.

That ended Mike’s turn 3.

VPs to this point: Flesh Tearers 3, Blood Angels 0



Flesh Tearers turn 4:

The Vindicator moved around to blast the center Assault Squad away from the contest. Barely scattering again, hitting 8 killing 6.

The Devastators loose their missiles hoping to finish them off but failed to wound any of them.

The Tac Marines figured they were in better position and opened rapid fire on the Assault Marines killing the last 4 and regaining the VPs.

The Tac Marines in the woods opened fire on the assault squad killing 2.

The Rhino on the far left fired it’s storm bolter at the squad failing to wound.

Mephiston swings at Tycho again hitting him twice but failing to penetrate Tycho Artificer armor.

Tycho swings failing to wound Mephiston.

The Tac Marines and the Assault Marines duke it out in the Ruins. Both squads losing 1 man.

That ended my turn.

Blood Angels turn 4

The left Assault Marines moved up opening fire on the Tac squad turning 1 to slag from the melta.

The Vindicator moves forward and fires with his storm bolter at the Devastators but failed to kill.

The left squad decides to risk it and jump into assault, 3 die to snap fire 2 die to dangerous terrain. The last one lands within range and Hammer of Wraths 2 marines but fails to kill one and dies in the melee.

Mephiston casts Sword of Sanguinius but perils and loses a wound. He swings but again fails to wound Tycho.

Tycho returns the favor wounding Mephiston and killing him and earning me another VP for Legendary Fighter.

The ruins fight ensues killing 2 Tac marines and 1 Assault Marine but the Tacs hold fast.

This ended Mike’s turn in which he conceded.



Ending VPs – Flesh Tearers 8, Blood Angels 0

Mike’s after game thoughts:

He said he should have been more aggressive and charged everything he had on his first turn as he started down 2 points by the time his turn came up. Losing his vehicles hurt him dearly as his long range fire support was nullified by Turn 2.

Once he got to me he faired better and told me I should have fired at this center squad first before charging with the Death Company.

Mephiston not having an invul save really hurts. His 2+ armor helps but against Tycho that ignores armor altogether there was nothing he could do against my wounding hits.

My after game thoughts:

I really liked how this list performed especially winning first turn and setting up on the side that had the most points. My defensive strategy seemed to pay off though I would say that once the enemy makes it to me I don’t have enough true melee saving ability.

Brother Corbulo was… ok. His FNP helped a couple times but I could have had that for less than half his cost.

Tycho was by all means the MVP on this fight. His melee hits that ignore armor, his 2+ armor saves and his invul saves make him a true melee king.

The Death Company probably could have faired better had I shot first and thinned the numbers. I got a little over zealous.

The Sternguard weren’t able to do as much as I liked though they blew the Furioso apart which I was happy about, after that there wasn’t any targets in range.

We both agreed to a rematch.

This message was edited 2 times. Last update was at 2012/07/14 03:45:07


around 2500 points
600 points 
   
Made in us
Furious Fire Dragon





Birmingham, UK

Wow, very nice! BA-on-BA is an interesting matchup, especially when they use their advantages differently against one another.

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Made in us
Anointed Dark Priest of Chaos






Did you intentionally make a "mirror map"? IF so why?

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Made in us
Homicidal Veteran Blood Angel Assault Marine





Sharjah

Would you mind outlining your thoughts on Tactical Squads in 6th edition? I thought they were completely useless in 5th, and I don't see Overwatch as being enough to make them good relative to the Assault Marine. That said, I'd love to hear other thoughts.

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Made in us
Lord of the Fleet





Texas

Oh my goodness, tycho is actually useful this time around?

Nice game, interesting to see BA Tac marines hold up against BA Assault marines

One thing jump at me though

Mordechai wrote:
The right assault marines assaulted the Tac marines in the ruins. The Tac marines opened fire killing 3. Hammer of Wrath killed 1 Tac Marine. Both units swung intent on ending the other. The Tac Marines lost 3 the Sgt saved thanks to the invul roll from his power sword.


Where does the Sergeant get his invl save from?

 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

It's nice to see that Mephiston just plain sucks against models with 2+ saves now.

   
Made in us
Beast Lord






@CT Gamer: Not intentionally. It ended up being that way. No real reason except we both saw it happening and just went with it.

@MrEconomics: This was a test I was doing. Making him come to me made him have to move his Assault units off his objectives and me entrenching on mine seemed to work this time. Him completely missing the Vindicator on the descent really screwed him. Had he blown it up that flank would have been gone and I would have had a second assault unit to deal with. While I won't make this my primary build, it's definitely worth testing and tweaking more. The overwatch firing is great when it works well. I missed a lot more shots than I hit. But it's at least a chance to whittle down an assault squad before they get to you.

@Kenshin620: There were several things we got wrong as this was my 2nd 6th edition game and his first. I could've sworn I saw that power weapons conferred invul saves in melee but now that I'm re-reading everything I don't think I saw that in the rulebook, someone correct me if I'm wrong. With all the rumors that were flying around before it's release I'm thinking this was 1 of them and I was confusing it for fact... not sure. Also Tycho never tried to "Deny the Witch"

I wouldn't say Mephiston sucks now. I think he took a hit but he's still able to swing a S10 weapon at Initiative 7.

around 2500 points
600 points 
   
 
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