http://www.imperiusdominatus.com/2012/04/battle-report-blood-angels-vs-dark.html
Game with Poddy last night, he's using my D.E again and this is now his third game with them. I'm bringing out the Red Fleas again, last time I played with them I lost, so I am hoping to score a victory. Plus Poddy really hates the Fleas
Blood Angels 'Red Fleas' - 2,000 points
HQ
Librarian - jump pack, shield of sangunius & unleash rage
Librarian - jump pack, shield of sangunius & unleash rage
Honour Guard - jump packs, 4 x meltaguns & melta bombs
Elite
2 x Sanguinary Priests - jump packs
Troops
10 x Assault Marines - 2 x meltaguns - Sgt w/ power fist
10 x Assault Marines - 2 x meltaguns - Sgt w/ power fist
10 x Assault Marines - 2 x flamers - Sgt w/ power weapon
10 x Assault Marines - 2 x flamers - Sgt w/ power weapon
5 x Scouts - sniper rifles & camo cloaks
Heavy Support
5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers
Dark Eldar 'Kabal of a Thousand Cuts' - 2,000 points
HQ
Baron Sathonyx
Elite
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon
Troops
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
Fast Attack
Beastmasters - 3 x Beastmasters, 5 x Khymerae & 4 x Razorwing Flocks
Beastmasters - 3 x Beastmasters, 5 x Khymerae & 4 x Razorwing Flocks
Heavy Support
Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield
Pre-Game Analysis
This is going to be a interesting battle. The Dark Eldar have speed and fire power on their side, my Blood Angels have speed and thump you in the face death. If my Blood Angels can catch the Dark Eldar then I should be able to take care of the dark kin. If I cannot catch the D.E, then it will be a shooting gallery.
Lances and poison worry me here, so I'll try and go for Trueborn Venoms first, that will kill two birds with one stone. Then missiles can deal with the Ravagers after while the Assault Marines close in and deal with the Venoms.
Game: Seize Ground + Pitched Battle
Deployment
Poddy wins the roll off and deploys first. He splits his army, which is a bit of a surprise as I keep harping on about not to do that. On the left flank he puts five Venoms along with Baron and Beastmasters. On the right flank he puts all the Ravagers and remaining Venoms along with the other Beastmaster unit, which is in the far left corner.
I deploy putting two
Devs in the large tall ruin in the centre and one unit in a smaller ruin in the centre. All Assault Marines deploy on the left flank as there's more Venoms there and I would rather deal with the threat head on. I do also combat squad a melta unit.
Objectives had been previously placed with one on each flank where Poddy had deployed his forces, one in the large ruin where the two
Devs are, I also deploy my Scouts here
btw and the last one ontop of the shrine ruin (Jesse's boot!)
* Tactical Notes
Ok, Poddy has split his army, which is usually a death sentence for Dark Eldar, I just hope I can capitalise on it. I've put all Assault Marines on the left flank, reason for this is there's more Venoms there, which is a bad thing, but I can reach the Venom threats easier here than deploying else where as the splinter cannons easily out range me. If I can make a impact on this flank, then I should have smooth runnings.
I'll also note that I expect those Devastators to be dead or massively depleted first turn. It's a bit gutting as it takes away my long range support, though at least the Assault Marines can move up with full strength units.
Turn 1
Poddy holds three Venoms and Baron's Beastmasters in position while three Venoms fly over a ruin and land in the centre. The force on the right flank comes down 12" so half way across the board while the Beastmasters move and run into terrain.
Shooting; lance and splinter cannon death blast the Devastators to pieces, after the dust has settled I am left with a depleted Devastator unit with two Marines, who fail morale and fall back 6" down the ruin - bad times and a good start for Poddy.
Right, so my ranged shooting has been obliterated and no doubt will be polished off next turn. I move all Assault Marines up towards the Venoms, running them at the same time. My only shooting is from the
Devs which auto regroup, they fire at one of the Venoms in the centre and score a penetrating hit, which flickerfield saves. Oh, the Scouts fire at the Beastmasters on the right flank, though Poddy makes the cover save.
* Tactical Notes
Ok, I expected that loss first turn. I don't like it, though I have to live with it and suck it up. At least Poddy hasn't got to worry about salvos of missiles blowing up his cardboard planes or fragging his little beasties.
Next turn I hope I can bound forward next turn and make a better splash. I've got the combat melta squad and Honour Guard who both should be easily in range. Also, if Poddy does come out with Baron's Beastmasters I can counter assault with all my Assault Marines and use the consolidation move from combat to spring board my units closer to D.E forces.
Turn 2
Poddy keeps his distance with the Venoms on the right flank and moves the three from the centre to join them. Three Venoms still remain on the left, who move back so against the table edge, though Baron's Beastmasters pull back. The other Beastmasters move paritially through terrain.
Shooting; Venoms on the right flank empty into the two Devastators, takes three Venoms to put the two dudes down. Remaining shots on the right flank blast into the Scouts, they go to ground for a 2+ cover save (camo cloaks) and only one youth snuffs it. The triple Venoms on the left flank fire salvos into the Honour Guard, who are crap and making any saves and only one guy lives - he fails morale and falls back 15".
My second turn; I was thinking of bounding out the two flamer units and sending them towards the mass of Venoms floating about on the right, I would have to put up with the pain for a turn, though next turn I should be able to do something. I decide to keep them in position and use the shrine ruin for cover. The combat squad melta unit and the full size unit move up to slag Venoms while the single Honour Guard regroups.
Shooting; combat squad fires at a Venom, I score two penetrating hits which flickerfield fails to save, though I roll low on the vehicle damage table and only manage to immobilise and score weapon destroyed - rubbish! The full strength unit is out of range, great.
* Tactical Notes
Well, that was a extremely poor turn of events. I know it's only turn 2, but I think my dice have deserted me before this game even started. I've failed two morale tests, lost a Honour Guard unit almost two two Venoms as they are incapable of saving anything, meltas cannot bust a Venom and one cannot do anything full stop! I am on my soap box!
In Poddy's camp things are going well. He's got some nice distance between myself and him and can shoot me to death at his own pace. As long as he gives me the run about he will be fine. He also has the added bonus of no long range fire support of mine to worry about.
Next turn I'll bound up and slag that immobilised Venom and hopefully I can kill something. Other than that there's not a fat lot I can do.
Turn 3
Not a huge amount of movement this turn from Poddy, he just moves all his D.E vehicles more closer together while the immobilised Venom is left to fend for itself.
Shooting; Scouts get blasted by splinter cannons and lances, I go to ground and lose a youth - squad passes morale test. The smaller melta unit gets blasted with splinter cannons, two plain Assault Marines live, though they fail morale and fall back, great. I think that's about it.
My third turn; all three Assault Squads bounce up so they are almost surrounding the single Venom. The single Honour Guard goes on a suicide run and bounds out to the line of Venoms.
Shooting; meltas blast the Venom and score weapon destroyed, yay! Single Honour Guard fires at the Venom, though rolls a 1 to penetrate, great. That's all I've got.
Assault; melta unit charge the Venom and manages to wreck it with mass attacks, as I have surrounded the Venom the Warriors cannot disembark and are destroyed.
* Tactical Notes
Yay! I've killed two things and only got the other one because being cunning as a fox. So, with a D.E vehicle down I can start smashing up the others, oh, wait, they are miles away and I've lost all my heavy support...
There's little chance I can win this game. My Scouts are hanging on, though I doubt they will last long. If I can hold onto that objective with the Scouts and claim the one on the left flank and the one in the shrine ruin then I may win. I doubt this will happen and really I am looking at a draw at the best.
Turn 4
Little movement for Poddy again, he just flanks Ravagers down so they can target the other combat squad, who I had placed in the small ruin where the single unit of
Devs were positioned. Beastmasters on the right flank move up, looks like they smell fresh Scout!
Shooting; Poddy blasts the combat squad with lances and splinter cannons, two are left who fail morale and fall back off the table! Splinter cannons start blasting a already depleted flamer unit, they drop down to about 6 Marines.
Assault; Beastmasters attempt to charge the Scouts, though fail to make the terrain roll.
Blood Angels forth turn; I bounce the two Assault Marines from the melta combat squad over by the shrine ruin, the full strength flamer unit moves up by them to give feel no pain from the Priest and also act as a shield for the depleted flamer unit behind, they have the left flank objective.
Shooting; nothing for me!
* Tactical Notes
Well, that was a eventful turn - that's dripping in e-sarcasm btw. While I haven't done any offensive this turn, I have got things in place for next turn and if my Scouts hold on I may get a sneaky win.
Next turn I'll bounce those two Assault Marines and the depleted flamer unit onto the objective on the shrine ruin. The larger unit and melta unit will hold the left flank objective. With any luck my Scouts will hold out and the game will end turn 5 and I pick up a very sneaky win
Turn 5
Little movement from Poddy, the only significant movement is a unit of Warriors bail out their Venom and move and run up through the ruin and park next to the remaining Scouts - they now contest that objective.
Shooting; I forget to cast shield like a numpety, so lances are a go along with splinter cannons and drop the full man flamer unit down to 4 guys - I pass morale. The two man unit gets shot, one guy lives and passes morale. Scouts get blasted and two remain.
Assault; Beastmasters charge through terrain to get at the Scouts, the two Scouts attempt to fight the pack of dark kin beasts, though Razorwings and Khymerae rip them up. The large ruin objective now belongs to Dark Eldar.
Blood Angels turn; I bounce the single Assault Marine and squad of four ontop of the shrine ruin and claim the objective, all pass dangerous terrain tests. Depleted flamer unit rings around the left flank objective to stop skimmers moving flat out to contest. Melta unit moves out to attack Baron's Beastmasters. That's it for me.
Melta unit charges the Beastmasters, I lose two Marines before I strike, though Baron gets battered and Beastmasters need a double 1 to pass morale, they fail and the Assault Marines catch them in sweeping advance. I consolidate a massive 2" back towards the left flank objective. At least no fast moving Beastmasters can attempt to contest the left flank objective.
We roll for game and it continues.
Turn 6
Little movement from Poddy again, he just moves his skimmers to get better
LOS, that's about it. He then blasts the single Assault Marine by the shrine objective and kills him, he blasts the other unit on the shrine though they all survive. Splinter cannons and lances torrent the flamer unit holding the left flank objective, squad is wiped out.
My only chance to square a draw is to move and run the melta unit which battered the Beastmasters and Baron, I jump them 12" and roll a.....1 for run, bollocks! I end up a total 4" away from the objective.
We roll for game and it ends here. Poddy picks up his first unaided
40k victory! Gooooooo Poddy!
Summary
That was a slightly different game from what I was expecting. I'll get in like a typical loser and whinge about how crap my dice were, I really shouldn't fail four morale tests a game and Honour Guard shouldn't drop like flies, meltas should also slag open topped vehicles. But,
40k is a dice game, which a lot of people forget, no matter how good your plans are, you are still at the mercy of the dice.
On a different note, I am thinking of switching out the melta bombs and meltaguns on the Honour Guard and giving them plasma guns. My list lacks rate of fire power, which I've needed in two games now. I never really charge the Honour Guard into combat against infantry as I don't want my anti tank unit locked in combat. Plus with the plasma guns gets hot shouldn't be a problem thanks to feel no pain.
Now after all my bitchin', I don't want to take anything away from Poddy as he played a awesome game. He kept well away from my Blood Angels so I couldn't assault him and used his longer range guns to decrease my numbers over the course of the game. As soon as he had those
Devs dusted he really had little to worry about. He played well and out played me, I'm pleased for his first win at
40k 
- well done mate!