This one’s actually a little dated. This game was played on April 10th, but I’ve been too lazy to actually write up a report since I’ve been working on rebuilding my guard into a legal fighting force. Stupid 1-handed weapons only on sergeants! …Anyways, Nitro and I decided to rock it and I decided to dust of the trusty Blood Angels for the occasion while he used his Chaos Demon army. We rolled Capture and Control which is the one where
GW basically challenges the opponents to end up with something other than a tie. Of course, if the chances are good that it will be a tie it must mean that I will have to struggle not to lose completely.
Capture & Control (Spearhead)
Armies:
BA vs CD
BA
CD
Deployment
We roll for deployment and get “Spearhead” which is actually my favorite one. I win the roll and decide to setup first and go first. I was hoping to get a jump on his objective with basically a free turn of movement.
Turn1 BA
As planned the Blood Angels make a concentrated push forward toward Nitro’s objective. It’s usually at this point that I start to seriously second guess myself though. So the panic sets in as I imagine horrible chaosy stuff plopping down right in the huge gaps I’ve left around my own objective. I’m also dangerously sober at this point which also doesn’t help.
Turn1 CD
This is the reason the Chariot isn’t pictured. It never made it onto the table. In fact, I don’t even think it made it out of the army case. It deepstruck into oblivion right out of the gate and even though two large groups of demonettes made it on all they can do is laugh at the fact that the driver actually tried to drive a chariot out of the warp instead of the preferred method of transportation – the 1979 Camaro. A Soul Grinder makes it on as well and he picks off one Assault marine while the rest of the squad is all like “Hey man! We weren’t even ready yet!”
Turn2 BA
The marines kick it into gear and continue to push forward. I should add here that during this game I rolled so many 6’s for my run rolls that even I began to wonder if my dice were loaded. Then I remembered that my dice will roll well when given the opportunity to be used for any army besides the Imperial Guard. Some well placed shots by the Landspeeder and Hellfire Dreadnought take off the Maw Cannon on the Soul Grinder while the Terminators blow away a few demonettes on the left. The nearby Assault Squad gets a little too excited and charges the same unit resulting in them getting completely wiped out. On the other side of the table the Chaplain, Death Company and Assault Marines all take a knee on the other side of the ruins to keep from suffering a similar fate over there. I was hoping that these units could make a last minute objective grab although I had no idea how to get the demonettes off the objective.
Turn2 CD
More demony badness arrives on the table as a unit of Flamers (heh, no comment) drifts luckily right into the gap between the Furioso and the Terminators killing a Terminator and a nearby Tactical Marine. A unit of Horrors lands to the right of my small objective holding Tactical Squad and picks one of them off. As Nitro rolls to bring on his Changeling and another unit of Horrors I’m starting to get that sinking feeling that I just scattered my own force for him to destroy me. The chaos gods are fickle though and the poor changeling scatters badly and ends up lost in the warp after getting bad directions from a Cadian Quickie-Mart employee. The Blue Scribe is the last to arrive this turn and he proceeds to destroy my objective grabbing unit on the right along with a good chunk of the Death Company. Great! More wackiness ensues as the demonettes swarm the poor Landpeeder and cause it to explode killing seven of them! The Soulgrinder looks over and says “I cAnz bEEt taHt!” and ends up tripping over 4 of his 6 feet on the charge against the Assault Marines. Unfortunately, the marines were too busy playing a drinking game where they had to chug every time a demonette blew up so neither side ended up scoring any wounds in close combat.
Turn3 BA
The Hellfire Dreadnought and the Tactical squad in my backfield all simultaneously panic fire at the Horrors that materialized there and when the smoke clears it turns out they killed 7 of them. The terminators each take turns making puns about the Flamers before the one with the assault cannon finally wipes them out. The Furioso and the Chaplain each repeat their favorite lines from ‘Road House’ into their com sets and then simultaneously charge the Soul Grinder and Blue Scribe respectively leaving nothing more than a sticky goo on the battlefield.
Turn3 CD
Although no new demons enter play this turn the demonettes destroy the Assault Marines in the center keeping yet another scoring unit away from their objective while the Horros in my backfield casue some added grief by destroying two of the Tactical Marines there.
Turn4 BA
Once again, the Furioso has to hold his end down as he nonchalantly waddles around to get the perfect Heavy flamer shot on the demonettes wiping them out. The nearby Tactical squad breaks out into a run toward the enemy objective still not knowing how to knock the, as of yet, unharmed unit of demonettes off of it. The Chaplain led Death Company takes no chances and ducks behind their cover again. In my backfield no one is taking any chances either as the Tactical squad in the ruins and the Dreadnought run toward my own objective while the Librarian led Terminators move in to sweep away the Horrors.
Turn4 CD
Surprise! A Soulgrinder finds it’s way out of the warp right behind the Furioso and immediately Stuns and immobilizes the Dreadnought. The Demonettes hold their position even though one of them seems to have been selected in the ‘Sims Demons’ game that’s new from Milton Bradley.
Turn5 BA
The Dreadnought and the
Tac Squad in the backfield each fire their Lascannons at the newly arrived Soul Grinder and explode the heck out of it causing the demonettes to actually be concerned for the first time in the game. One of them even pauses texting for long enough to say “Ugh, like, Oh my god! Could this battle BE any lamer?”
Turn5 CD
The demonettes all pile into the cover of the ruins to await the storm as they argue over who the cutest member of NKOTB is.
Turn6 BA
In the ultimate lamest move of the century the bravest super soldiers of humanity charge up screaming their battle cries and stop short of actually attacking just close enough to the objective to contest it.
Turn6 CD
Nitro concedes after making me sing the entire Julie Brown library.
Results:
BA– 1
CD – 0
Blood Angels WIN!
Post Battle Report:
Well, I’ve heard some people throwing words around like ‘tactics’ and ‘planning’ but I think the best thing to count on is your opponent destroying a good portion of his own force for you. That seems to be a tactic that works well for me so I’m just going to stick with it. Losing his two units to deep strike was a bummer but the demonettes getting blown up by the Landspeeder was just superb. Add to that the fact that I couln’t roll anything lower than 5’s for my run rolls and every time I damaged a Soul Grinder it caused an explosion made for the epic outcome you see here. As usual, Nitro is a great opponent, and his aggressive deep striking with his units always makes for an interesting game one way or another.