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Made in gb
Lord of the Fleet






London

My second game with my new Blood Angels. I was playing approximately 2000 points 3 Objective game versus Orks at my GW's veteran night.

My List

Tycho

Captain
- Stormbolter
- Thunder Hammer
- Jump Pack

Dreadnought
- TL Lascannon
- Heavy Flamer

Sanguinary Guard
- Chapter Banner
- Plasma Pistol

10 Death Company
- 2 Hand Flamers
- 2 Power Weapons
- Power Fist
- Thunder Hammer

10 Tactical Marines
- Rockets
- Plasma Gun
- Power Weapon
- Plasma Pistol

5 Tactical Marines
- Power Weapon

5 Assault Marines
- Power Weapon
- Flamer

5 Scouts

Death Company Dreadnought
- Drop Pod
- Deathwind Launcher

Land Raider




His List - He was relatively new to Orks and was using the store's models.

Ghazkull
- 10 Nobz
- 5 Power Klaws
- Battlewagon

7 Mega Nobs

Warboss
- Power Klaw
- Big Shoota

30 Boyz

30 Boyz

20 Boys

Looted Wagom

3 Deff kopters

3 Deff Koptas

20 Ard Boys
(for some reason there were about 3 models with Power Klaws, so we allowed that)

3 Killa Kans
- Extra CCW
- Extra CCW
- Big Shoota

2 Killa Kans
- Big Shoota
- Grotzooka



We rolled 3 Objectives and a Spearhead deployment on a 6 x 4 board. The terrain was spread out, mostly to the edges. There was a large ruin to the west upon which Obj 1 was placed. To the east was a smashed Aquilla and a crashed shuttle, containing Objs 2 and 3 respectively. I won the choice for deployment and placed the Land Raider, Tac Squads and Dreadnought in the south-east quarter.
I left the Sanguinary Guard, Assault Marines and DC Dread in reserve, and the DC Marines were embarked in the Raider. I forgot to Infiltrate the Scouts so I had to keep them in reserve too, although I could Outflank them if I needed to. I split the 10 Man Squad into Alpha and Beta squads, with the original 5 Man Squad known as Gamma.

He deployed the Battlewagon, Killa Kans and Looted Wagon close to the center of the board, with Ghazkull + Nobs, and the Mega Nobs embarked in the Battlewagon and Looted Wagon respestively. He kept the Deff Koptas and 2 Squads of Boys in reserve.



Turn 1
None of my Angels fall to the Red Thirst.
The Drop Pod lands to the north of the map, close to the Killa Kans. The Land Raider and Dread move north-east towards the center of the board, while Tycho and Gamma Squad move north towards Obj 3. Shooting was rather uneventful: The Land Raider immobolised the Looted Wagon and destroyed the Kill Kannon, while the DC Dread shakes a Killa Kan with it's Meltagun.

He responds to the threat of the DC Dreadnought by moving the squadron of 2 Killa Kans towards it. The Battlewagon moves south towards the center of the board. His Mega Nobs are forced to foot-slog across the board, so they head to Obj 1 in the ruin. No shooting occurs, apart from the Battlewagons main weapon, which misses the Raider. He assaults the DC Dread with the 2 Killa Kans. The Dread ends up stunned, while a Kan loses a CCW.

BA: 1
Orks: 0


Turn 2
None of my reserves arrive. The Raider moves within range of the Mega Nobs and the Death Company disembark. The Dread moves north, and Tycho and Gamma Squad remain on Obj 3, while Alpha Squad moves towards Obj 2 and Beta Squad remains on a small hill within the deployment zone. During shooting, the Dread stuns an unengaged Killa Kan, and the Death Company take a wound off a Mega Nob with a Hand Flamer.
At the assault phase, the Death Company assault the Mega Nobs, and manage to kill 5, losing 3 members in return. The Killa Kans continue to pummel the DC Dread but nothing happens to anyone.

In his turn, the Warboss with squad, and a squad of Boyz arrive from reserve, moving on from the north edge in his deployment zone. They move south towards the Obj 1 ruin. The Battlewagon continues heading towards the center of the board. The Battlewagon and Looted Wagon all miss the Raider with their respective weapons. The DC Dread loses a CCW to the Killa Kans, but only manages to stun one in return. The DC wipe out the rest of the Mega Nobs and consolidate towards the Looted Wagon.

BA: 1
Orks: 0


Turn 3
All my reserves arrive. The Assault Marines land to the east, next to the Scouts who outflanked behind the broken Aquilla. The Sanquinary Guard land near the ruin to the south, as I knew that he would be outflanking something, although I didn't know what, so I planned to use the Guard as a counterattack. The Dread moves towards the Battlewagon, and the Raider positions itself for a full broadside into the side armour. The Death Company head towards the Looted Wagon. The Dread and Raider manage to immobolise the Battlewagon. The Deathwind Launcher kills 11 Boyz from the newly arrived mob. The DC assault and destroy the Looted Wagon, and consolidate towards the Warboss' unit. The Dread assaults the Battlewagon and completly fluffs up it's attacks.

His Deff Kopters arrive, outflanking on the west edge, close to the Sanguinary Guard. His last mob of Boys arrive and come on from the north edge. The rest of the Killa Kans, obviously seeing how the other Kans are failing at their job, turn and head north towards the DC Dread. The Ard boys assault the Assault Marines and wipe out 3, losing 3 of their own. The Captain and Sergeant remain, only to be slaughtered by Ghazkull. The Dread destroys the Battlewagon in combat and consolidates north towards the Ard Boyz.

BA: 1
Orks: 1


Turn 4
My Dread continues north towards the Ard Boys, readying the Heavy Flamer. The Raider positions itself between Beta Squad and the mob of Boyz. Beta Squad continues towards Obj 1, while the Sanguinary Guard head west towards the new Deff Kopta threat. The Death Company are forced to move towards the other Deff Kopta unit. Shooting was very uneventful: the Sanguinary Guard Plasma Pistol exploded, although he survived, the Dread vapourised an Ard Boy and incinerated 3 more with the Flamer, following that with an assault, managing to wipe out 3 more Ard Boys, although Ghazkull easily exploded the Dread. The explosion managed to wound Ghazkull, who consolidated south towards Obj 3 and Tycho. The Death Company easily wipe out the Deff Koptas and consolidate north east, remaining 1" from the Warboss' mob. The DC Dreadnought finally succumbs to the Killa Kans, before immobolising and destroying the CCW off another one. 2 Kans consolidate south east towards the Scouts who posed a chance to take Obj 2.

He calls the Waaahh. The unscaved Kans continue to distribute after the Dreadnought fight. 2 Kans move towards the Scouts, wiping them out with the Grotzooka. Ghazkull splits off from the Ard Boys and heads towards Alpha Squad, whilt the Ard Boyz assault Tycho and Gamma Squad. The Warboss' mob assault the Death Company. 2 DC members are lost, while 5 Boys are killed. They pile into one huge mass. The furious assault across the board by the Death Company grounds to a halt against the mass of Boyz. Gamma Squad loses 3 members to the Ard Boyz, while Tycho manages to kill 3 Ard Boyz, leaving one to contest Obj 3. Ghazkull assauts Alpha Squad and butchers 3, losing a wound from the Sergeant's Power Weapon.

BA: 0
Orks: 0


Turn 5
Beta Squad make a final dash towards Obj 1, while the Death Company prevent the Warboss and his Boyz getting there first. The Sanguinary Guard dash east to intercept Ghazkull, while Tycho remains in combat with the last Ard Boy, who is quickly dispached, leaving the Tac Marines holding Obj 3. The Death Company continue to whittle down the Boyz, losing 3 but taking out 5 more Boyz. The Sanguinary Guard plow into Ghazkull, gaining extra attacks from the Chapter Banner. The Guard strike first and swiftly decapitate Ghazkull.

The only think he can do is move his remaining Kans south, in hopes of contesting the objectives. However, he is out of range and can only contest Obj 2, which wasn't captured anyway. He then decides to call it a night, as it was about 8:45pm and it was clear that he couldn't win.

Final Score
BA: 2
Orks: 0


Afterthoughts
Well that was a really exciting game there. We were both relatively new to our respective armies, so we wern't really sure on how it was going to turn out. I think that if he had made the main assault with Ghazzy before my bulk reserves arrived, then he would have managed to wipe my Tac Squads out, denying my chance to take the Objectives.

Captain and Assault Marines
These guys didn't perform as well as I expected. I think that it was mainly due to the placement of their arrival that condemned them.

Tycho and Tactical Squads
For some reason, I had always underestimated Tycho. He proved his worth in his match, providing a solid hold on the objectives and repelling the Ard Boys that would have otherwise probably wiped out Gamma Squad. I had been planning on taking Tycho with the Death Company but the Raider only has a capacity of 10. Afterwards I was glad that I hadn't taken Tycho with the DC as, mentioned before, he provided a good defense of the objectives.

Sanguinary Guard
First time using these guys. I wasn't really sure what to use them for, but they eventually proved their worth by intercepting the outflanking Deff Koptas and killing Ghazzy. However, at 225 points for the squad I think I may keep the Guard only for larger games, such as 1500 points. For anyone reading this, I highly recommend the Chapter Banner upgrade: giving anyone within 6" +1 attack is a brilliant ability.

Death Company
My first time using the whole squad of 10. These guys proved to be unstoppable, wiping out the Mega Nobs, Looted Wagon and holding the Warboss and his Boys at bay long enough for Beta Squad to take the western objective.

Death Company Dreadnought
I suppose he played a good role. He distracted all his Killa Kans from my Tactical Marines. He held them up for 4 turns, and inflicted significant damage on almost all of them.

Scouts
Not that useful, I forgot to Infiltrate them so they didn't play any useful role in the game.

Dreadnought
A powerful unit. He was very reliable in the game.

Land Raider
Brilliantly tough powerhouse. It was able to transport the Death Company in complete safety. It also provides reliable firepower and is a good unit to attract enemy fire away from your more vulnerable units.




This message was edited 3 times. Last update was at 2010/07/09 23:15:26


 
   
Made in gb
Lord of the Fleet






London

Anyone have anything to say?
   
Made in gb
Veteran Inquisitorial Tyranid Xenokiller





Colne, England

I say what an eventfull and by reading it quite an exciting game, but thats about all I can comment on as I have no experience playing BA, and the few experience's I've had against orks began and ended with burna wagon.

Brb learning to play.

 
   
Made in us
Warwick Kinrade




Mesa, Arizona

Didn't really seem like he knew what he was doing and both lists were pretty friendly. Good writeup though.
   
Made in gb
Lord of the Fleet






London

The Prince of Excess wrote:Didn't really seem like he knew what he was doing and both lists were pretty friendly. Good writeup though.


Thanks, although yeah we were both new to our respective armies.
   
Made in ca
Member of the Malleus





Canada

If you are going with a standard HQ for blood angels, I would say use a librarian instead of a captain, some of the abilites are amazing. Also I would drop some upgrades and get a chaplin for your death company, makes them amazingly good.

 
   
Made in gb
Lord of the Fleet






London

Well the normal Dread can be easily changed to a Librarian Dread, and I don't think I can find the points for a Chaplain, the whole list is 2000 points already.

This message was edited 1 time. Last update was at 2010/07/12 10:17:02


 
   
Made in us
Hollerin' Herda with Squighound Pack





Bossier

Sounded like an exciting game...nice write up....the poor orks :(

anyone else think this looks like an upside down Marathon symbol?....classic

1750pts
woodelfs army too 2000pts(....the little fairies) 
   
Made in ca
Iron Fang





Valkyrie wrote:Well the normal Dread can be easily changed to a Librarian Dread, and I don't think I can find the points for a Chaplain, the whole list is 2000 points already.


A chaplin should be an automatic. You reroll failed hits and wounds, shall I repeat that? You reroll failed hits and wounds. Use them as a counter attack or distraction depending on how much your opponent is paying attention to them. Keep them cheap, even a razorback is good.
   
 
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