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Blood Angels Ard Boyz List, qualifies for Semis with 2nd place(Western, US)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




Reclusiarch with Infernus Pistol

2x Furioso Dreadnought Librarian(shield and lance)

3x Sang Priest(2xPW)

8x Death Company(2xPF2xPW)
Rhino w/searchlight

9x Assault Squad(1xMelta1xPF1xInf Pist)
Rhino
9x Assault Squad(1xMelta1xPF1xInf Pist)
Rhino

10 Tactical(1xMelta Gun1x Missle Launcher1x PW)
Razorback + Las Cannon and T.L. Plasma Gun
10 Tactical(1xMelta Gun1x Missle Launcher1x PW)
Razorback + Las Cannon and T.L. Plasma Gun

3x Vindicator w/Siege Shield

I thought long and hard about this list before purchasing and I believe that what you see here is a very good "mech" assault list with a strong balance and synergy.

i had a major with 3 of 4 modifiers(leafblower IG), a draw with 3 of 4(eldar eldrad, avatar, WL's) and a massacre with 3 of 4(BA sang priest, astorath and Dante)....

Everything basically gets deployed whether you get 1st turn or not...the Librarian Dreads give you a 5 + cover to everything within 6" in the shooting phase of the enemy!
If you get 1st turn, deployment is a no brainer..set it all up for advancement and alpha strike...

vindis can move 12 and shoot the 10/2 into cover with the siege shields allowing your rhinos to move 18 through the areas with no diff terrain..
rhinos pop smoke if need and razorbacks move 12 and shoot

you combat squd the tacts with missle launchers in cover taking pot shots and holding defensive objectives..meanwhile the sargeant and the melta jump in the razorbacks to give a punch if razor gets popped, or they get to something they want to tackle(i.e. pathfinders, guardians, fire warriors etc..etc..)

dreads move up and try to get into cover for turn 2..(they've used their psy power and need to hide, in order to assault for turn 3 and use blood lance.

Next turn everything gets out and assaults..game over.



   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Congratulations on the placement.

The tactics looks sound.
However, I never play competitive games at the 2500 pt level as there is no 'Ard Boys here in Europe.
I guess a reduced list also works at the 1750 pt level.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Oadius wrote:

vindis can move 12 and shoot the 10/2 into cover with the siege shields allowing your rhinos to move 18 through the areas with no diff terrain..
rhinos pop smoke if need and razorbacks move 12 and shoot


? What do you mean with this?

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

More detailled battle reports would be nice.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Fresh-Faced New User




This was my first post so please forgive my terse descriptions...

I meant to say that because the Siege Shield Equipped Vindicators always pass their difficult terrain tests they can move into the areas that might allow for a 50%+ obscurity of your vindi hull and also keep open the free lanes(open terrain)for the rhinos and razorbacks to move about(without having to take the chance of being immobilised).

The Rhinos want to engage and take advantage of the furious charge so they go "flat out" while the razorbacks shoot and flank(keep in mind there is a melta gun and a sergeant with a PW inside the razorbacks)
   
Made in us
Fresh-Faced New User




wuestenfux wrote:More detailled battle reports would be nice.


You are absolutly right...


Round 1
Scenario 1

Blood Angles(me) vs Imperial Guard(Leaf Blowerish)

IG gets 1st turn and seize fails

he deploys heavy along side the deeper part of the deployment zone(read scen rules for ard boyz, you'll see what i mean) with his tanks packed tightly and the vendettas to either side, a few straggler tanks with one of the psycher squads is on the other side of a large ruin and this divides his forces(knowlingly or not..) I decided to tank advantage of this and deployed a razorback and a rhino to assault the separated units..

I won roll for objectives and got 3 of the 5...(this was significant)
I placed 2 on my side(near corners) and one in the middle of the 5 making a rectangular constellation(with a near center point) including his.

Despite the phenomenal firepower on the other side of the board I chose to deploy everything(this might sound incredible to you but I realized that anything not destroyed by his alpha assault could get into the mix by turn 3 for certain..)So I took a chance and it payed off..Also I combat squadded the tacticals with 4 bolters and a missle launcher on one objective and the sergeant and meltas in the razorbacks, the second missle launcher I put in the middle in cover and the second razorback was on the opposite side of the board.. Everything was measured to be withing 6 inches of the dreads for his 1st round of shooting so i could use my shield of Sanguinius and get some 5+'s..

Movement: he spread out the tanks a little and continued to flank his vendettas a little. A few tanks moved forward aggresively not allowing for shooting(i think he was trying to block up the middle with these)

I FAILED BOTH of the psychic tests for my Furioso LIbrarian dreadnoughts Shield of Sanguinius on his 1st turn of shooting but the glancing hits did nothing to the dreadnoughts..
this looked bad but his 1st turn of shooting didn't do much of anything..maybe a shaken and weapon destroyed.. ( i did manage to deploy where a few tanks were nearly completly obscured or at least enough to grant a 4+)He did shake / stun the death company rhino(he wanted this popped open..you could tell)I think the reason my list stood up so well against the dreaded "leafblower list" is that I had 5 AV 13 front armor vehicles advancing..he had a lot of strength 6 and 7 stuff but it just wasn't enough..I hid the rhinos enough and moved them forward aggressively enough so that they could serve their only purpose and get the troops(safely) into position..

No Assault, my turn.

Dreads moved up, both getting into cover(they already used their psychic power)..
Vindi's moved 12 and shot into the mass of tanks This paid off with a popped tank and a few dead guys inside, also a combat squadded missle launcher got a vendetta to not shoot/move. Razorbacks moved 12 to the sides and shot, weapon destroyed with one. The Rhino and Razorback I set aside are already within asault range after 1st turn movement and he can't really back out from where he's out..No assault..his turn.

2nd turn he moves a little, mostly to make sure I'll need at least 4's on the side he now knows i'm going to cut off and assault...(this guy is no dummy)
shooting my dreads make both psychic tests and all the vindis get a 5+ and 2 of the 3 rhinos get a 5+...This pays off big, because it saves a dreadnought and a vindi... but the One squad of melta vets jump out of the vendetta and immobilize the razorback on my right. Death company rhino gets popped entirely and they file out to head for the middle objective and the mass of tanks they want to multi assault.

No assault...my turn.

I move right into the mass of the tanks with the vindis, the dreads assault tanks and the 2 assault squads come out of the tanks, shoot and assault.. left razorback claim a tank and the vindicators hit everything they aim at includinging his vendetta on my left(explodes), exposing more troops and claiming some casualties from the explosion. death company are still on my side of the board as I realize I can't hold an objective with them..this increases my desire to get them into the mix..in the middle. I decide i'll have to divert the right assault troop to the rear objective) after consolidation.

4th turn he reinforces his objectives with the troops now on the board and shooting his shooting is very successful...one dead dreadnought and dead vindicator, dead rhino..but all my troops are nearly untouched.

FYI his barrages were not very successful, his ap rolls were low and he wasn't getting very good scatters..Feel No Pain made sure the Death Company survived everything he threw at them..He also failed a test or two from his psychers and was losing a few guys at a time from perils

By now I'm all up in his business with the assault company and the death company finally makes it to assault (with the vets that popped the razor on my right) and destroy them entirely with rerolls to hit and wound. consolidation brings them to the flank where they can threaten the remaining vendetta and contest my right objective if the tact sergeant and melta don't get to it..left sergeant gets to his objective(my left) at same time as the assault troops...this is bad for him..even tacts now have Feel No Pain as they are well within 6 inches of the assault squad's sang priest..

Vindi's h ave opened up a hole for my empty rhino to move flat out and contest his left objective..I now hold my left and center objective, contest the other 3.

5th turn he moves what tanks he has left and shoots what he has left...he blows off my left tacticals sergeant from his right objective and with a failed leadership roll they scatter back 8 or 9 inches..(to within about 4 inches of an enemy tank), he shoots at the contesting rhino but it gets lucky and sits there untouched. Everything else is out of Los or out of range..also 2 of his 3 ordnance units are out of ammo..3rd one hits Death Company and causes some casualties.

No assault(i don't think)...my turn.

Blood Lance does major damage this turn and tears up a tank and his troops contesting his rear left objective..causing them to fall back. assault troops contesting his rear right shoot and kill, now they hold "his" rear right obj. tacts that fall back, fall back even further and are now safe to regroup. everything on my right tightens up to hold and kills his last advancing tank on that side(luckily)...I had been running my middle tact missle launcher squad in case anything got popped off middle or rear right and they got to middle with dread and Death company..So now i hold my left, the middle, my right and his right, contesting his left. I popped smoke on the rhino contesting his left.

Turn 6, he shoots and kills my assaults on his right objetive but doesn't have anything to hold with, smoke pays off on rhino and it continues to contest. Blood lance does some more damage and my remaining shooting doesn't do much but add insult to injury. Game ends 3 objectives to none and 3 of 4 modifiers.

20 out of 24 points..

This message was edited 1 time. Last update was at 2010/05/25 22:34:41


 
   
 
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