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Hedgehog's White Scars battle report #3 vs Dark Angels - 1,000 points (pics + fully painted models)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

The clue had been over three millennia old before it was passed to them.

There it had been just one of over several billion pieces of information, and had languished in a data-vault for another four hundred years. But eventually the patient army of scribes-servitors had got around reviewing to it, and it had been flagged for a second level review. There it had been correlated with another isolated data-fragment that had languished unused for over eight hundred years for lack of further leads. However when combined the two were more significant, and worthy of being passed to the next stage.

And so the initial report from an agent long-since dead had been passed further and further along the chain, until at last it was flagged for human eyes.

While still tenuous, hedged about by qualifiers and caveats, full of unknown quantities and incomplete information from unreliable sources, the trace was nevertheless deemed worthy of investigation. A strike force was assembled, led by one of the heroes of the age, and despatched to the most recent location indicated in the report.

Unfortunately, the White Scars had got there first.

+ + + +

"This is most unfortunate," said Belial, staring at the holo-display before him.

Sargeant Gideon nodded unhappily. "It is purely bad luck that we have arrived here while there is already a war ongoing. The White Scars engaged on Yarov are..."

The master of the Dark Angels first company cut him off with a wave of the hand. "Their purposes do not concern me. What
does concern me is their presence here. The Salvation has already been detected and we are receiving a vox-beam link from the White Scars' commander on planet."

Around him the strike cruiser's cavernous briefing chamber was quiet. Belial continued, "If we proceed without acknowledging they will undoubtedly investigate. Our secret cannot be uncovered under any circumstances. You all know that."

There was a murmur of agreement from the other warriors in the chamber.

"Very well, we are all in agreement. Prepare for the drop."

The figures in the chamber left to proceed to the armouring chambers. Belial was left alone, staring at the flashing lightning-bolt symbol that represented the White Scars forces on the ground.

It was a real pity, he thought. He had enormous respect for the White Scars. Warriors from their ranks had often fought with the Ravenwing, and visa versa - indeed he himself had gone into battle alongside their 8th Brotherhood in the sphere-cities Xanapoth Prime.

But here on Yarov their simple presence made them enemies. They could not be allowed to discover what the Unforgiven were doing. And so, regretfully, they must be removed.

Yes, it was a real pity indeed.



Planning

My force

This would be my third game with my White Scars, using all of the models I had painted.



HQ
- Captain Konchi - bike, relic blade, artificer armour, hellfire shells

Troops
- 5 bikes + attack bike - 2 plasma guns, multi-melta on attack bike
- 5 bikes + attack bike - 2 plasma guns, multi-melta on attack bike
- 5 bikes + attack bike - 2 plasma guns, multi-melta on attack bike

Fast Attack
Landspeeder - Typhoon missile launcher + heavy bolter
Landspeeder - 2 x heavy flamers


My opponent

This time I was facing a very different enemy to my first two games, which had been against Imperial Guard and mechanised guard. Now I was facing my first elite army, in the form of a combined Deathwing / Ravenwing list, fielded by Cactus.



HQ

Belial
- Thunder hammer and storm shield

Troops

Squad Gideon - Deathwing Terminator Squad
- 1x Assault cannon and power fist, 1x storm bolter and chainfist, 3x storm bolter and power fist, sergeant Gideon with pair of lightning claws

Squad Matthias - Deathwing Terminator Squad
- 1x Cyclone missile launcher, storm bolter and power fist, 4x storm bolter and power fist, sergeant Matthias with storm bolter and power sword

Fast attack

Squad Jericho - Ravenwing Attack Squadron
- 2x meltagun, sergeant Jericho with melta bombs
- Attack bike with multimelta

Ravenwing Support Squadron
- Land speeder with heavy bolter, typhoon missile launcher


For the first time, I was facing a smaller force than mine (18 models to my 21) - but also one that could match me for speed, at least in part. Those terminators would also carve straight through me in close combat - if I let them!


Automatically Appended Next Post:
Set-up and deployment

The mission

Out mission was Purge the Alien - no take-and-hold objectives, just the usual secondaries and a victory point for every enemy unit killed. We both had six units, so things were even there.

Konchi Khan was once again a Princeps of Deceit, while Belial came with The Hunt as a default, giving him another possible victory point if he could kill my commander.

I had won the roll-off for first turn and decided to take it - it would also be daylight at the start of the battle.

The Battlefield

Here was our battlefield:



We were fighting using the Hammer and Anvil deployment, down the length of the field. While this gave me a lot of depth to play around with, it also carried with it the risk of being trapped at one end of the battlefield, especially given the river running down the middle. My opponent chose the left-hand side, so I would be on the right. At least the cover was reasonable, with sections of area terrain, barriers, and line-of-sight blockers.

Deployment

As I was going first I also deployed first.

I chose not to use all of my deployment depth, preferring to stay near the bridge so I could cross quickly from one side of the rider to the other without risk.



I knew my land speeders were particularly vulnerable and could provide easy victory points for the Dark Angels, so kept them behind the bikes.



My final deployment looked like this:



As expected Cactus chose to reserve both Deathwing squads for a turn 1 or 2 deployment, This only left the Ravenwing on the field - the attack bike and speeder went behind the large building on the far right, while the bike squad used the woods on the middle left as cover.



I then used my warlord trait to move the bike unit on my left flank five inches forward (on a 3d6 roll), closer to the Ravenwing bikes - because I had deployed further back I could do this while still remaining inside me deployment zone.

This message was edited 5 times. Last update was at 2013/05/08 19:07:50


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

White Scars turn 1

With few targets on the field, and all but one out of reach, there was little combat. I decided to move my bikes over to the left flank, the centre unit making it fully over the bridge, and right-most unit crossing the bridge at turn's end. Turbo boosting gave me extra movement and a better cover save against expected fire.


The only unit in firing range was the bike squad who had moved forward with Konchi - they managed to kill the Ravenwing sergeant Jericho but the squad held.

Dark Angels Turn 1

Cactus had decided to drop his Deathwing on turn 1, and had to choose where to put them.



He eventually chose to attack the tail of my column, hoping to trap me between his Ravenwing in front and the Deathwing behind. Belial and squad Gideon didn't have to roll for scatter, and so came in right on target.



Squad Matthias were less accurate, almost going off the board, and now being further from the centre of the field where they would have had the best chance of catching the fast White Scars.



For both squads though. their first target was right ahead and in range. Their combined fire took down four bikes, and caused the survivors to break, ending up in the pond!

Meanwhile the Ravenwing Typhoon has its eye on a target of its own, and took down my Typhoon - first Blood to Cactus!



The Ravenwing bikes also moved up around the wood, but failed to cause any casualties.

White Scars turn 2

I was already two victory points down - I needed to claw this back as soon as possible. My first target was Belial's squad, ripe for two heavy flamers from the land speeder:



Unfortunately they only caused one casualty. I also moved the automatically-rallied bike squad remnant up onto the bridge again for a short-ranged shot against them, killing one more.

Meanwhile my captain had spotted a different target ahead, and moved forward to take out the remaining two Ravenwing bikes with ease.



Finally my last two bike squads moved up to the river and bridge. One took out the lone Ravenwing attack bike, while the other took long range shots against the mis-dropped Squad Matthias, killing two.

Dark Angels turn 2

Cactus thus faced the following situation:



At this point I realised I had made a significant mistake - Belial and Squad Gideon were in potential charge range of my two bikes on the bridge! Using their split fire the assault cannon also hit the landspeeder, destroying one heavy flamer but leaving it flying.

Further up the table the Typhoon also spotted a potential target: my commander. As he had split off to hit the bikes, he was now on his own, and would not rejoin the nearest bike squad until my movement phase. two krak missiles and three heave bolter rounds sped down-range. Two of the bolter rounds caused wounds - but the krak missiles failed! My warlord was still alive.

Now came the vital point - if Belial and his escort reached my bikers, they were certainly goners. Cactus rolled the dice - and failed!



White Scars turn 3

I had survived, but I was hardly out of danger.



I now had a better idea of how things were going. Firstly my commander and the squad nearest the typhoon moved up and killed it from across the river.

Next, my damaged bikes moved away from Belial, and concentrated on the other Deathwing squad, assisted by my last bike unit. Between them they took out another two - only two left!

I still made one mistake here - my speeder hung around and flamed Belial and squad Gideon to no effect - I should have kept it intact, especially given its firepower had been halved and it was down a hull point.

Dark Angels turn 3

Things were looking bad for Cactus.; He was down on victory points, and the terminators would almost certainly not get into close combat now, barring a catastrophe on my part.



This is where Cactus made his mistake - he moved Belial and Squad Gideon towards the nearest bikes, killing the plasma gunner and leaving a lone attack bike. Unfortunately he didn't remember to split fire, leaving my land speeder intact and un-chargable!

The remnants of squad Matthias also moved close to me, using their cyclone missile launcher and bolters to kill two bikes, leaving another lone attack bike behind.

White Scars turn 4

I now had a significant advantage - all the Dark Angels had were two slow squads on foot with limited firepower, while everything of mine was free to roam at will. In addition I was ahead on VPs.



Firstly my land speeder made a turbo-boost move into the ruins on the left - this would protect it from shooting from Belial's squad, and luckily I passed my dangerous terrain test that would otherwise have wrecked me. I also managed to forget it could turbo-boost 18" in the movement phase, not 12" - another lesson learnt for next time!

Meanwhile I moved my two lone attack bikes away from the terminators - I needed to keep it alive to prevent Cactus form scoring a victory point.

Finally there was one obvious target for my other two bike squads - squad Matthias, with only two men left, as well as the only gun capable of firing over 24". Terminators are tough though, and I only killed one, leaving the typhoon missile launcher, with it's long range fire, as the last remaining squad member.

Dark Angels turn 4

Cactus had no chance of getting into combat now, but terminators still have a reasonable amount of firepower.

The far bridge blocked line-of sight to the two single attack bikes, so his best chance of killing another squad was the largest squad directly ahead. Unfortunately, the Deathwing, frustrated by the elusive White Scars, failed to cause a single casualty!

White Scars turn 5

At this point, I was pretty confident of victory. I moved my bikes just into range of the last terminator from squad Matthias, and took him (and his cyclone missile launcher) out.

Dark Angels turn 5

There was only one Dark Angel squad left:



They shot at the only target they had, my large bike squad on the right. While they casued a single casualty, this was not sufficient to destroy them, and they easily passed their break test.


At this point we called it - I would move out of range and there was no way the Deathwing could cause any more damage to me before game's end, as they had a maximum shooting range of 24".

The final score was:

White Scars - 3 Ravenwing units and 1 Deathwing unit destroyed, linebreaker.
Deathwing - 1 White Scars unit destroyed, first blood, linebreaker

White Scars 5 - 3 Deathwing - VICTORY TO THE WHITE SCARS!


Automatically Appended Next Post:
Conclusion

This was an interesting fight, and certainly a change from the Imperial Guard!

While in the end I was disciplined enough to stay on mission, I was also extremely lucky at points and still took too many risks. In particular, moving my bikes too far forward and letting Belial into charge range could have been fatal - the only thing that saved me was a below-average charge distance from Cactus. In addition, I should have moved my heavy-flamer speeder away earlier - again it was just luck that Cactus forgot to split his fire, as this would almost certainly have killed it!

What did go well was being able to put my mobility to good use. While Terminators can shoot, they are far more effective in close combat, and I was able to deny this to them, while overwhelming the fast Ravenwing elements with superior numbers.

One thing I will have to think more on is if and when to reserve my land speeders - they are fairly fragile and a great target for the enemy to get first blood...

One other thing I didn't do correctly was take photos. A couple of turns were missed, mostly because with small, elite units there's less time to remember to take a shot! In addition there were fewer 'action' shots, due to the lack of close combat, or vehicles to be destroyed - infantry casualties from shooting aren't nearly as photogenic.

Overall this was another great game, and makes me more confident against elite balanced or combat-heavy armies. However, I'm sure Cactus will now be planning ways to pin me down the next time we meet!

This message was edited 13 times. Last update was at 2013/05/06 22:11:24


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in fr
Shunting Grey Knight Interceptor





In front of my computer

Good job on your victory!

I've read your other 2 White Scars battle reports and I must say you are doing a great job at writing batreps!

Nicely painted armies and terrain, great pictures and clear and concise explanations!

Keep up the good work, I'll be waiting for your more accounts of your White Scars' exploits!

"this is a first in naval history, a torpedo sunk a truck!" McHale's Navy

"In confusion there is profit."

 
   
Made in ie
Fixture of Dakka






Wiltshire, UK

This the first of your bat reps that I've read and found it a nice easy ready with good photos and painted armies.

I'm going to go and read your others now for some more White Scars action.

   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

 M'Kachen's Nemesis wrote:
Good job on your victory!

I've read your other 2 White Scars battle reports and I must say you are doing a great job at writing batreps!

Nicely painted armies and terrain, great pictures and clear and concise explanations!

Keep up the good work, I'll be waiting for your more accounts of your White Scars' exploits!


Thank you, I'll try not to disappoint

 GiraffeX wrote:
This the first of your bat reps that I've read and found it a nice easy ready with good photos and painted armies.

I'm going to go and read your others now for some more White Scars action.


Glad you like it, I hope the others live up to your expectations.

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Fleshound of Khorne




Emporia, KS

Loving the batreps, hope to see some more members of the scars show up soon.

Do you find the helfire shells on the commander useful? I know they are a good point filler, I'm just curious if they help.
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

My opponent had commented on our local group's message board:

Cactus wrote:
Another great write-up there Hedge. It's particularly nice to see a battle report featuring photos of my models where somebody else has done all the work.

I definitely need to work on using my bikes more effectively. Small units of bikes die quite easily so in most games the best-case scenario is that I trade them for a more important enemy unit. I'm starting to think of them like knights in chess - they can strike at places other models can't reach and are often worth sacrificing for a bishop or rook (ie land speeder or leman russ), but they have to be kept safe until they're in position to do so. Shooting while advancing is a role that's best left to the terminators!

I really like the introduction too. That's exactly the situation I have in mind when I try to rationalise astartes vs astartes conflicts. You've nailed the slow and often fruitless nature of the Hunt too - fragments of information of doubtful veracity that nevertheless require investigation in person. Salvation is an inspired name for a Dark Angels strike cruiser; I might recycle that one.

I'm looking forward to the rematch where I hopefully have some objectives to grimly hold on to!



 KhorneDawg wrote:
Loving the batreps, hope to see some more members of the scars show up soon.

Do you find the helfire shells on the commander useful? I know they are a good point filler, I'm just curious if they help.


I've got another game this weekend with a new unit to deploy, so hopefully there will be more soon!

So far the Hellfire rounds haven't done anything, although the Imperial Guard are probably army against which they have the least use. Against Cactus's bikers they did manage to wound twice, but without effect against power armour. So far I'm withholding judgement, I'll just have to see how things go against other opponents.

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in gb
Gangly Grot Rebel



Scotland

Another nice report mate. Glad to see your having some success with the space marine codex. My scars were regular whipping boys until I started using the dark angels codex to represent them.....

I always deep strike heavy flamer speeders. They are cheap so I dont mind if they mishap but they can be invaluable late game for clearing troops off objectives and are excellent against light to medium infantry. Artificer armour is a must on the captain but I remain unconvinced by hellfire rounds, rerollable 2's to hit and 2's to wound sounds good on paper but in practice I have not had much luck with it. You'r report seemed overly concerned about krak missiles shooting your captain, remember he is T5 so immunne to instant death from anything less that S10 and with artificer armour still gets a 2+ from krak.

Keep up the good work!

This message was edited 1 time. Last update was at 2013/05/10 16:51:52


I'm a god damned sexual Tyrannosaurus.
 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

 jamin484 wrote:
Another nice report mate. Glad to see your having some success with the space marine codex. My scars were regular whipping boys until I started using the dark angels codex to represent them.....

I always deep strike heavy flamer speeders. They are cheap so I dont mind if they mishap but they can be invaluable late game for clearing troops off objectives and are excellent against light to medium infantry. Artificer armour is a must on the captain but I remain unconvinced by hellfire rounds, rerollable 2's to hit and 2's to wound sounds good on paper but in practice I have not had much luck with it. You'r report seemed overly concerned about krak missiles shooting your captain, remember he is T5 so immunne to instant death from anything less that S10 and with artificer armour still gets a 2+ from krak.

Keep up the good work!


Deep striking my land-speeders is something I will have to try. For the Typhoon this seems less efficient as it has the range to start hitting form turn 1, however I can certainly see the benefits for the double heavy flamer speeder, as well as making it less of a target for first blood. will give it a go this weekend!

I'm reserving judgement on the hellfires until I've played against other opponents - two guard armies are probably the enemy they are least useful against! Against the DA they could have done some damage - on the other hand they didn't, and wouldn't actually have changed the overall situation. The best use would seem to be against big nids and the like... also i'm still attracted to the idea of precision hellfire shots.

Regarding the artificer armour, I can definitely see the benefits, it's just that I don't like the usage of invincible characters soaking up fire for the rest of the squad. I've been on the receiving end of Lyander before, and while Konchi Khan isn't nearly as bad, he's still pretty hard to take down in 1k. I might add it back in there at some point, but just not use him as the bullet magnet to ensure my opponents get a fair game.

As for the krak missiles, I was just lucky that they both failed to wound - and unlucky that two heavy bolter shots did!

Thanks for your comments, hopefully there'll another batrep after the weekend...

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
 
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