I go to the Cannock Gamers club on Sunday nights and play against some local folk, not my usual 2k but I meet more players which is great. We're having a little compo called
40k Ashes which we will be playing off against another local club from Stafford. The Stafford posse came over to Cannock Sunday just gone (I'm going there on Thursday for the second leg) and I ended up playing against another Angels player, which should be interesting. My opponents name is Ian if I remember right, he has been playing 15 years so a little more experience under his belt than my 4 years
lol. My list is the first one
Blood Angels "Wing Striker" - 1,500 points
HQ
Librarian - shield of sanguinus & unleash rage
Elite
2 x Sanguinary Priests
Troops
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x flamer - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback - 1 x meltagun - Razorback w/ lascannon & twin-linked plasmagun
Heavy Support
Vindicator
Vindicator
Total: 1,490
Blood Angels - 1,500 points
HQ
Mephiston Lord of Death
Reclusiarch
Elite
5 x Sanguinary Guard - death masks & power fist
Troops
5 x Assault Marines w/ Rhino - meltagun - sgt w/ power fist
5 x Assault Marines w/ Rhino - meltagun
5 x Assault Marines
7 x Death Company - thunder hammer
Death Company Dreadnought - blood talons
Heavy Support
Stormraven - plasma cannons
Game: Dawn of War + Anniliation
Deployment
I won the roll off and decided to go second as I have a cunning plan....Ian deploy Mephiston on the left flank, Death Co Dreadnought in the centre and the Rhino with the power fist on the right flank.
I deployed nothing - reason is first turn Ian cannot shoot at me but I can roll in wherever I like and deal with his force piecemeal while not being shot at, ho ho ho
* Tactical Notes
First mistake from Ian I noticed as writing this and that was deployment, in DoW transports count as troops so Ian should have deployed just the Rhino squad or just the Dreadnought.
What I'm going to do is just come in on the right flank and deal with that single Rhino. My amount of fire power should be able to pop it and then plasma the squad inside. While doing this I'll avoid Meph and the Death Co Dreadnought buying me some time.
Turn 1
I'm not sure why but Ian brought his reserved 5 man jump pack unit on, they deep strike by Mephiston on the left flank, never mind. Mephiston uses the wings power and moves flat against the large shrine ruin while the Stormraven comes on moving 24" on the left flank along with the second Rhino. The S-Guard come on the left flank using a ruin for cover while the solo fist Rhino moves 18" towards my deployment zone.
No shooting, hehehe

Rhino pops smoke, Death Co Dreadnought runs so does Meph and the deep striked unit.
My turn everything rolls on the left flank meaning I only have to deal with two units; the Rhino and the S-Guard. Vindicators come on first moving 12" to get into range of the S-Guard while the Razorbacks follow behind and move 1" away from the enemy Rhino.
Shooting Vindicators fire at the Sanguinary Guard, one shot scatters other hits but thanks to cover only one Guard dies. Rhino takes a hammering from las/
plas but is eventually wrecked with the squad passing the pinning test. I fire some rounds at the Dreadnought hoping to immobilise it more than anything but instead break a arm off with the meltagun which is a bonus as no anti tank and no re-roll to hit and wound thanks to blood talons.
Kill points Me:1 - Ian: 0
* Tactical Notes
Ok first mistake more from me than anything is night fighting rules, didn't matter so much for the Razorbacks as they was 1" away from the Rhino but the Dreadnought was about 12" away and the Sanguinary Guard were about 24". Ah well, never mind.
Well I managed to pop the Rhino which was good but I didn't manage to torrent the squad inside with plasma like I hoped mostly thanks to LOS blocking and I wanted to tackle that Dreadnought. Doing ok so far because I only have to deal with the Stormraven and squad now outside the tank, all other units are too far away to threaten me for a turn.
My plan next turn is to lay down Vindicator shells on the Guard, plasma to death that Assault Squad and waste the Dreadnought. Anything left will go into the Stormraven.
Turn 2
Dreadnought, Assault Squad with packs, second Rhino and S-Guard make there way towards me with the Stormraven coming behind and Meph failed his psychic test, he moves into terrain getting a bad terrain roll.
Shooting I cast shield power but the bloodstrike missiles manage to crew stun a Vindicator. S-Guard run into cover of a ruin. The Assault Squad with the fist try blasting a melta at a Vindicator but I pass the cover save.
In assault the power fist squad charges the Vindicator using kraks and power fist and Ian starts his lucky rolls of 6's, the tank is stunned and both weapons are destroyed making it practically useless.
My turn I move my armour about ready to blast the Sanguinary Guard, Dreadnought and the Assault Squad.
Shooting the Assault Squad gets blasted but the Sgt survives and passes morale! The Dreadnought takes a crew stunned result which Death Co Dreadnoughts ignore.
Kill points Me:1 - Ian: 0
* Tactical Notes
Ok not much of a eventful turn for me. I failed to kill the Assault Squad on foot which would have got me another kill point. The Guard I'm not too worried about as they've only got a single fist for anti tank and if they come close I'll plasma them and assault them once they have been slimmed down, I have power weaps waiting for them
. The Death Co Dreadnought I wished I could have taken as next turn it will be able to charge and it has S7 5 attacks on the charge thanks to furious charge - not good for armour 10 rear vehicles!
Plan is to finish off that single Sgt, deal with the Dreadnought and Stormraven and tackle the Rhino and S-Guard as they will be coming in close soon.
Turn 3
Assault Squad with packs makes it over to the back of my Vindicator line, Meph moves out of terrain without any problems using wings power and runs as does the Death Co Dreadnought. The Stormraven moves 12" and the Death Co and Reclusiarch bail out as the Sanguinary Guard move into the thick of things, though one Guard gets snagged on terrain and is killed thanks to dangerous terrain test because of the jump pack leaving three left.
Shooting I cast shield power, a Razorback gets blasted by Stormraven but I make the shield saves, same tanks gets blasted by melta from the Rhino squad but I might that save - that's 3 5+'s in a row! S-Guard out of desperation blast the rear and manage to destroy the plasma gun.
In assault Dreadnought charges and makes my Vindicator go boom! Assault Squad manage to crew shake a Razorback at the rear as the power fist Sgt attempts to whack something but fails. S-Guard and Death Co charge the Razorback, S-Guards fist takes it out my squad gets out the other side of the tank and passes pinning test.
My turn I move my Razorbacks about though get some squads out first to use mass flamers and get some charges in. The squad now out the wrecked Razorback I move away from the main fight to get the last Rhino with the melta. Squad inside the shaken Razorback get out, power weap and Priest ready to charge the Assault Squad which did the damage. I use that shaken Razorback to block Meph in a sort of way and make the Death Co and Dreadnought rage against it.
Shooting I pop smoke on the shaken Razorback. I blast the Rhino with melta but score weapon destroyed. I blast the power fist Sgt and kill him scoring a kill point. I blast the S-Guard with flamer, plasma, bolt pistols and lascannons but only kill one thanks to bad rolls. I blast the Stormraven with lascannons but do nothing. I blast the Assault Squad with flamers and bolt pistols and kill one.
In assault I charge the S-Guard with my flamer squad, power weapon kills them and gets me a kill point. Assault Squad charges with the Priest against the jump pack Assault Squad and kills them all; furious charge power weaps for the win!

. I charge the Rhino with krak grenades and immobilise it.
Kill points Me: 4 - Ian: 2
* Tactical Notes
Not a bad third turn which usually is the make or break turn. I've managed to double my kill points which is good but foolish I consolidated into terrain by Meph and didn't realise he was super high initiaitve, never mind he would have got them anyway. I've managed to buy myself sometime using a Razorback as bait for the Death Co units, here they will be kept out in the open which will let me plasma and lascannon the crap out of them next turn it will also stop them assaulting my units too which isn't a good thing, especially the Dreadnought.
Next turn I'll take out that Rhino and hopefully the squad inside. I'll blast the Stormraven as it's anti tank is starting to get on my nerves. I'll then go for the Death Co and if I can the Dreadnought, I won't be able to get Meph but he will have to move closer which I can then plasma the crap out of him.
Turn 4
Meph moves through cover ready to bash my Assault Squad. Stormraven moves over the parking lot over to the right flank. Squad inside the Rhino bail out ready to unleash melta.
Shooting I cast shield power, melta manages to explode my Razorback, not good - squad passes pinning test and I think we both lose a Marine each in the blast. I think that's about it.
In assault Meph tries his funky powers but my Librarian blocks them all with the psychic hood, ho ho ho, Meph still batters my squad though gaining two kill points thanks to the Priest. Death Co units rage against the Razorback and wreck it earning another kill point.
My turn I move a melta squad up close against the Stormraven, I know melta won't get the
2d6 but at least I can assault it next turn. I bail the Librarian and flamer unit out ready to batter that melta unit which popped their Razorback.
Shooting melta wrecks the Stormraven. Flamer and bolt pistols blast the Assault Squad but do nothing. Melta fires at the Rhino can't remember the result. All Razorbacks blast the Death Co, the Reclusiarch tries to catch a lascannon round, which he does, in his face and dies giving me a kill point after the dust has settled only half the Death Co remain.
In assault Librarian and flamer squad fails to move it through terrain, doh! Rhino suffers immobilised result again which means it's wrecked as no weapons left.
Kill points Me: 7 - Ian: 6
* Tactical Notes
Major bummer the Librarian and squad didn't make assault, I have a Priest nearby and those power weapons would have decked that small squad, ah well. At least the Stormraven has gone so just the melta as ranged anti tank. Shame Meph got two kill points but he's got to come out and play with my plasmas now.
Next turn I'll get that small Assault Squad, melta the Death Co Dreadnought with every meltagun I have and shoot and assault the Death Co then any guns left Meph can have.
Turn 5
Meph moves out of terrain but suffers a wound thanks to the psychic test. Death Co and Dreadnought move up to get ready to assault.
I don't think Ian does any shooting, maybe fires bolt pistols and storm bolter into a flamer squad with attached Priest though I cannot remember what happens.
In assault Dreadnought and Death charge the flamer unit and kill the Assault Squad and Priest giving two kill points away.
My turn I move all meltas going towards the Death Co Dreadnought and get ready to blast the Death Co and Meph.
Shooting Dreadnought goes down thanks to melta exploding killing one of my Marines and a Death Co, Meph is ok. Meph passes all cover saves from plasma and lascannon shots, doh.
In assault I charge the Death Co with my Librarian and flamer unit, I try unleash rage by Meph blocks it; Death Co die. I charge the enemy melta Assault Squad with my own melta unit and kill them.
Kill points Me: 10 - Ian: 8
* Tactical Notes
Well, looks like it's my boys and Meph - how many plasma rounds and lascannon shots can he asborb?
Turn 6
We roll for it and game on.
Meph moves through terrain fail terrain test and takes a wound, moves into assault and kills my Librarian but stays locked in combat.
I pile in all available Assault Squads to bring Meph down via weight of numbers, it doesn't happen and Meph kills all but one from a squad, all three squads fall back leaving Meph to assault me next turn, if there is one.
* Tactical Notes
Damn, I wanted to lose combat in Mephs turn so I could rail him with everything I've got. I even killed the Sgt on purpose to fail morale but oh know the brave Marine has to hang on there, god damn it!
Turn 7
We roll for it and it's game on!
Meph charges a melta unit and kills them giving a kill points, he consolidates against a ruin getting cover from certain angles.
My turn I move all units best I can to draw line of sight on Meph but he's going to get cover. He's down to two wounds now so I only need to take those.
Shooting melta hits but fails to wound!!111!! and even had no cover. I fire everything else and Ian keeps rolling 4+ for cover, Meph does take a wound but it's not enough and he still lives with a single wound! God damn it!
Kill points Me: 10 - Ian: 9
Looking back I've missed a Razorback off as only two remain and I've counted four as being destroyed via pictures but only three in the report. I think the Storm Raven may have popped one looking from the dice marking craters from explosion and angles of units. The game was a draw when we finished, if only I could have killed Mephiston!