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Made in gb
Lord of the Fleet






London

Continuing my Blood Angels Battle Reports, I visited GW Brighton for their Thursday Veteran's Night, where I played an Objective game against 1000 points of vanilla Space Marines.

My list

Tycho

5 Death Company
- 2 Power Weapons
- Power Fist
- Hand Flamer

10 Man Tactical Squad
- Power Weapon
- Plasma Pistol
- Plasma Gun
- Rockets

5 Man Tactical Squad
- Power Weapon

Dreadnought
- Plasma Cannon

Death Company Dreadnought
- Drop Pod

Godammer Land Raider


His list

Company Captain
- Relic Blade
- Storm Bolter

Command Squad
- 5 Thunder Hammers
- 5 Storm Shields
- 5 Storm Bolters

10 Man Tactical Squad
- Power Fist
- Meltagun
- Multi Melta

10 Man Tactical Squad
- Power Weapon
- Flamer
- Heavy Bolter

Land Raider Redeemer


We rolled for 4 Objectives with a Spearhead deployment on a 4 x 4 table. We deployed Obj 1 in the south west corner, about 12" from the south edge on a small hill. Obj 2 was in the exact center of the board, slightly north of a smashed Aquilla. Obj 3 was 12" directly north of Obj 2, while Obj 4 was 18" directly east of Obj 2 at the top of a 3 storey ruined Shrine. He deployed his forces in the north east, combat-squadding both squads.

Because there were so many combat-squadded squads, I will use the following key for the squads we used,

A1 - Power Fist, Meltagun
A2 - Multi-Melta
A3 - Power Weapon, Flamer
A4 - Heavy Bolter

My guys

B1 - Power Weapon, Plasma Pistol, Plasma Gun
B2 - Rockets
B3 - Power Weapon

A1 and A3 were deployed just north of the ruin, while A2 was deployed on Obj 3, and A4 deployed as close to Obj 2 as possible. I deployed B2 directly on Obj 1, B1 were deployed with the Godhammer close to Obj 2 with Tycho, and B3 were placed a few inches south of B2. The Death Company were embarked in the Godhammer.

This meant that even before the game started the score was tied at 1-1

He rolled for first turn, but I seized the initiative!


Turn One

I move the Godhammer north into the no-mans land close to Obj 2. B2 remain perched on Obj 2, and remain there for the entire game. B1 move into the cover of the Aquilla, with B3 behind them. The Drop Pod arrives to the far north-east, acting as a diversion tactic for A1 and A3. Shooting was pretty good, I immobilised the Redeemer with the Godhammer and he stares at it, watching his plan go down the drain. The Dreadnought roasts 2 members of A4, despite them going to ground.

He tries to radically change his plans as his monster-Command squad is now dead-in-the-water. A1 and A3 turn towards the DC Dread, A4 has gone to ground and A2 remain stationary to use their MM. The only good bit of shooting is that the Redeemer immobilises the DC Dread with it's MM. A2 mess up their MM shooting and A1 kill a member of B1.

BA: 1
SM: 1

Turn Two

The Godhammer moves further into the center. A1 relocates in the Aquilla to lose LoS from the Redeemer's Assault Cannon. The Godhammer kills a member of A3 and the Dread roasts 2 members of A1 with the Plasma Cannon. Squad A1 subsequently go to ground. B3 run towards Obj 4, while B2 stay on Obj 1.

Squad A4 stay on Obj 3, while A4 move towards Obj 2. The other squads concentrate their fire on the DC Dreadnought. The Redeemer kills 2 members of B1 with 2 lucky rending rolls on the Assault Cannon.

BA: 1
SM: 2

Turn Three

The Godhammer moves forward slightly and the Death Comany embark with squad A4 in their sights. B3 run towards the ruin and the Dread moves into the gap between the Aquilla and the ruin to block LoS to the squad. The Death Company roast a member of A4 with the Hand Flamer. The Dreadnought fires at A3, but they pass their cover saves. The Death Company assault A4 and wipe out all but one of the squad, losing one in return. I had placed the Death Company in a certain position, blocking the front ramp and left door of the Redeemer, meaning that his super-duper 300 point Command Squad would not be able to assault this turn.

He disembarks his Command Squad from the Redeemer's right door. A3 head towards Obj 2, while A1 move towards Obj 4, but they fire their Meltagun at the Drop Pod, destroying it's inbuilt weapon. The close combat continues, with the Death Company easily wiping out the last member of A4, consolidating towards A3, away from the Command Squad.

BA: 1
SM: 1

Turn Four
The Dreadnought moves into position to roast A3 with the Heavy Flamer. Squad B3 reaches the top level of the ruin and secure Obj 4. I placed them so that only by rolling a 6 on the difficult terrain test to assault could he get to the top level, as he would not be able to place a model more than 1" from mine on the top level. The Godhammer relocates slightly to provide cover to Tycho's squad as they secure Obj 2. The Death Company assault A3 and promptly wipe them out, losing 2 more. They consolidate towards the Redeemer.

He realises that he needs a swift counterattack. Squad A1 head into the first level of the ruin. The Command Squad move towards the Death Company and kill one with their Storm Bolters. They assault the last member and promptly wipe them out. During consolidation they finish 1" from the Godhammer.

BA: 3
SM: 0

Turn Five
As time is running out, we both decide that this is the last turn. The Godhammer reverses a couple of inches, meaning that the Command Squad will be hitting it on 4+. The Dreadnought tries to roast A1, but fails, and almost damages itself with it's own Plasma Cannon. Tycho's squad go to ground, hoping to last out the last turn, and B3 stay on the top level of the ruin. No assaults occur.

He tries to mow down B3 with the Redeemer's Assault Cannons, but they make their armour saves, A1 fail their difficult terrain test to get to the top level of the ruin, and the Command Squad assault the Land Raider. Over 15 attacks at S8, and the end result is a shaken Godhammer. At this point he realises he simply cannot win and conceeds.

Final Score

Obj 1: Held by B2
Obj 2: Unoccupied
Obj 3: Held by B1
Obj 4: Held by B3

Blood Angels: 3
Space Marines: 0


Afterthoughts

I think that the decisive moment was immobolising the Redeemer on Turn One. If he had managed to assault my units with his Command Squad earlier, then he would have probably ploughed through my Tactical Squads, denying my chance to hold the objectives.

Tycho: Didn't really do much, just provided the compulsory HQ choice for my force.

Tactical Squads: Did a great job of holding the objectives. B2 did absolutely sod-all during that match, although they did cause a couple of enemy squads to keep their heads down.

Dreadnought: Did well at suppressing the enemy Tactical Squads. Caused A1 and A3 to go to ground many times with his Plasma Cannon. I would say he should have kept them "above ground", going for the objectives.

Death Company Dreadnought: Performed a good diversionary tactic, but sadly was immobolised before it could do any major harm.

Death Company: My favourite unit still performed up to standard. Tearing through the enemy units and freeing the objectives. Would definitely be taking them again.

Godhammer Land Raider: First shot of the game proved to be the best shot: The Lascannon immobolising the Redeemer and forcing his Command Squad to hide within. It also transported the Death Company in complete safety until it was their time to strike.





   
Made in us
Fixture of Dakka






on board Terminus Est

Immobilizing the redeemer on turn 1 should be enscribed on a golden plaque somewhere... That was an awesome gaming moment if ever there was one !!

Your dread was the man of the match as far as I'm concerned. Great job with your Blood Angels. Combat squadding works very well at lower point games - very interesting.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Bounding Assault Marine





He really ate up a ton of points with his command squad. I dunno if that is really worth it at 1000 pts. Yeah, taking out the raider really put them out of the game totally, but I think the points could have been better spent.

Ipso facto auto-hit.  
   
Made in gb
Lord of the Fleet






London

Yeah he said his Command Squad was about 350 points - just a tad too much in a 1000 point game, placing 35% of his points in a unit that can't even hold objectives.
   
Made in ca
Perfect Shot Dark Angels Predator Pilot




FoCo

Valkyrie wrote:Yeah he said his Command Squad was about 350 points - just a tad too much in a 1000 point game, placing 35% of his points in a unit that can't even hold objectives.


Well it was illegal. He had too many weapons to start with, AND only veterans can take the upgrades, Apothecary has a seperate statline and can therefore take no upgrades. Nice game though.

This message was edited 1 time. Last update was at 2010/07/18 00:50:38


1850!
For the Emperor!  
   
 
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