Showing posts with label Dark Angels. Show all posts
Showing posts with label Dark Angels. Show all posts

Sunday, September 9, 2012

2000 Dark Angels v Blood Angels

So I played Lord High Commander (LHC) from my follower list (the only one there right now :) ).  We both plan on going to the 2000 Purge the Alien Tournament at the end of the month, so we decided to test our new armies against each other.
I had:
Mephiston and DC Dread in a Storm Raven
10 man DC (with 3 axes) and DC Dread in Storm Raven
2 Land Raiders (with MM), and 2 10-men assault squads
He had:
Belial
3 squads of 5 Terminators
1 Dev Squad (2 ML, 2 LC)
1 Vet Squad (with 3 plasma guns)
1 Company Command Squad with autocannon an Master of the Ordinance.
1 Land Raider.

I won the roll, and had him go first, and did not try to steal initiative.
Set Up
He placed the Dev Squad in the ruins on the far right, a Land Raider with a Terminator Squad, a Terminator Squad in the ruins, the Company Command Squad is in the building like ruins, and then a Vet Squad on the far left in a Crater.  I put my 2 Land Raiders behind the rock, to give my cover from most of his AT firepower.

After bottom of 1st (After my move phase)

 Turn 1 - DA.  The rock shielded my Land Raiders against most of his fire.  He got 1 shot from a Dev Las Cannon, 1 shot from LR Las Cannon, and 1 hit with his Master of Ord (but no penetrating hits).  I started mt trend of 1's and 2's.  I fired all Land Raider shots into the Command Squad, and got a hit with 2 Las Cannons, 1 MM, and 3 Heavy bolters, and the command squad made its 2 cover saves (because I rolled a 1 to hit with the MM and both Las Cannons, and one of the HB shots).  I do move my LR back a little, to give it more cover from the flanks.

Bottom of Turn 2 (after my move phase)

Turn 2 - DA.  He fails all of his reserve rolls (which kind of defeated my plan to go second, because I didn't want 6 TL-Las Cannons downing my flyer.  He fired some stuff at my Land Raiders, and missed with Master of the Ordinance.  Only 1 of my Storm Ravens came in and, not wanting to take a chance on the Vendettas coming in, I dropped off the DC and the Dread with Skies of Blood (both with minimal scatter, since I could only roll ones, which is what I rolled and re-rolled for the TL-Melta from the Storm Raven to the Land Raider.  I shoot some everything else into the Dev Squad, and kill a missile launcher.

Top of Turn 3, after his movement phase

Turn 3 - DA.  Belial came in, but his Vedettas still didn't come in.  Belial's unit kills a DC, and the Land Raider gets a LC shot off, and explodes the DC Dread, which clears the way for the Terminators to charge the DC.  The DC did OK, killing 2 Terminators, but without the charge, they are not the terminator killers I wanted them to me (additionally all my math-hammering didn't account for Storm Shields, which have me thinking that I am going to have to do something different, because I don't have the weight of fire to force lots of saves, so I either need to make each shot count, or... I don't know, because I don't want to redo my whole army.)  My 2nd Storm Raven comes in, and rolls a 2 and 1 for the MM shot, my other SR hovers, and rolls a 2 and a 2 on the MM shot.  (I decide to take a chance, and not Skies of Blood this time).

Bottom of Turn 3, After my Move
Turn 4 - DA.  His Vendettas come in and blow up a Storm Raven.  Mephiston takes a wound, and the DC Dread gets immobilized (which leaves it destroyed - wasn't going to rock against the Terminators anyway.  The Death Company gets finished off, and the Terminators consolidate toward my Land Raiders, and the other 2 squads of Terminators move toward the hovering Storm Raven.  My MM finally hits the Land Raider, but rolls a 1 and 3 for penetration.  Mephiston jumps behind the Land Raider, and finally kills the Land Raider (too little too late, but it gives me my first kill point).  My Land Raider shoots into the Company Command Squad, and cause them to run off the table.

End of his Turn 5
 Turn 5 - DA.  He charges the Land Raider and the Storm Raven.  The Storm Raven goes down, and the Land Raider takes a few glancing blows.  I unload both of my land raiders, and they each kill a squad of veterans (I forgot in turn 4, he used his grav shoot to drop off some veterans to shoot at my Storm Ravens, but he missed with all of them).  

Turn 6 - DA.  Belail and his squad charge.  He accepts the challenge with his SGT, and my SGT is the only one who survived (Belail killed everyone else).  He ran, and they terminators couldn't follow.  In the end, I had line-breaker, but lost like 6 to 9, but it was never very close.

Thoughts - I thought about Terminators when making this list, but not Storm Shields.  It would take a radical change to create a weight of fire, but how many plasma shots is it going to take to overcome storm shields?  Even in melee, they are going to be hard to kill.  Maybe adding resilience to my own units instead....

Wednesday, August 29, 2012

2000 BA vs DA + IG

So, this was the 3rd, and final game of the tournament Saturday.  Again, I didn't have any pictures, so I am using Vassal to illustrate.  Like all of the games at the tournament, it was 2000 points purge the alien.  I won the roll, but I didn't see anything that was a serious long range threat to me, so I let him go first (to get the drop on his Valkyrie).  This is from memory, and the game was pretty short, so the score and the order of events might be slightly off, and the pictures might not sync completely with the text (because I did the story and the pictures separately)

My list is the same as the last one:
Stormraven with Assault Termies and DC Dread
Stormraven with 10 DC (7 bolters, 3 axes + pistols) and DC Dread
1 Whirlwind
An Epistolary Librarian, 10 Terminators (with 2 CML) and Corbulo.

DA + IG List:
3 DA Tactical Squads (MM and plasma?)
1 Devastator Squad (3 Missile launchers and 1 las cannon)
Logan with 5 terminators

IG Allies:
Marbo
Valkyrie
Company Command Squad
Platoon Command Squad
30 Man Infantry Blob (With, I think, 3 autocannons)

Set Up

Turn 1 - Even though it was night fighting, he had some terrible rolls, so the whirlwind and the CML from my terminators killed 7 of 10 of the closest tactical squad, including the MM.  His devastators managed to kill 1 terminator.

Score:  BA - 0 / DA - 0
_________________________________________________________________________________

End of Turn 1

Turn 2 DA - Marbo comes in behind my Whirlwind, and scores a hit with his det charge, but rolls 1 and a 2, so he only gets a glancing blow.  (Marbo would have probably done alot more damage to my terminators, but he was going for first blood.  Also, my terminator squad, with librarian and corbulo really didn't do anything this game - besides killing Marbo, so it probably wouldn't have mattered).  His death wing fails to come in, but his Valkyrie comes in.


Turn 2 BA - Both Stormravens come in, one flyies up to his Valkyrie and wrecks it with the MM;  Seven of the 10 IG burn up in the crash.
The other Stormraven, loaded with DC, comes on near his devastator team (I figured "bring it down" and 3 autocannons was more of a threat that a marine Devastator Squad).
I also move my librarian to the end of my terminator squad, thinking about breaking him off to kill Marbo next turn.  I move my Whirlwind, so that Marbo doesn't auto hit it, and shoot at Company Command Squad.

Score: BA - 2 (Inc First Blood) / DA - 0
_________________________________________________________________________________

Turn 2 
Turn 3 DA - Marbo killed the Whirlwind with a melta bomb.  His terminators fail their reserve roll again.  He shoots some stuff, including a melta at my stormraven, but fails to damage it.

Turn 3 BA - Not wanting to mess up any of my charges, I decide that my entire terminator squad has nothing better to shoot at than Marbo, so I leave the Librarian with the squad, and gun him down.  One DC Dread finishes off the Valkyrie passengers, and the assault terminators attack a squad of tacticals (he was moving them toward the Stormraven to shoot it, and to support the terminators that failed to arrive).  My other DC Dread killed the devastator squad, and my DC assaulted the remaining tactical squad.  My Terminators kill 1 of the tacticals in the squad of 3, and they break again and run off the board.

Score: BA - 5 / DA - 1
_________________________________________________________________________________
Turn 3



Turn 4 DA - His terminators try to come down near my assault terminators, in order to support the tactical squad, but a teleporting mishap places them behind the wall over by the IG blog.  At this point, he has lost the game, as it is very unlikely that they will get into the action before the end of the game.  Some melee plays out, both of his remaining tactical squads break and run.

Turn 4 BA - I assault his tactical squads again, killing both of them.  The DC dread that killed the Valkyrie crew assaults the IG blog, and kills several of them, and I believe they fled of the board.

Score: BA - 8 / DA - 1
_________________________________________________________________________________

Turn 4


Turn 5 - His terminators roll a 2 for difficult terrain, so they don't get anywhere, and I finish up the assaults (if any were still going)

He decides there is no need to roll for a 6th turn, and concedes the game.

Final Score:  BA - 8 / DA -1

_________________________________________________________________________________

End of Game












Monday, July 30, 2012

Blood Angels vs Dark Angels

Played against Dark Angels.  Moving up to 2000 points, I tried out some allies.  My army was Reclusiarch with 15 Death Company (all with boltguns), 1 Scout Squad, 2 Tactical Squads (with Multi Melta, Flamer, melta bombs), 2 Assault Squads (Combat Squaded into 1 group with 2 flamers, 1 group with 1 flamer and melta bomb, 1 group with meltagun and melta bomb, and one group of nothing special), 1 Company command Squad, 1 Platoon Command Squad, 3 Infantry Platoons (flamer and autocannons), Gaurdsman Marbo, 2 whirlwinds, and a vindicator.
I don't remember exactly what the Dark Angels had (I should start asking for list), but it was basically 1 scout squad, 4 tactical squads, 2 Devestator Squads (Missile Launchers and Las cannons - I think 2 each per squad), 1 tooled out Command Squad, 1 IG command squad, 1 veteran squad, 1 Valkyrie with missile pods.
The game was relic, and the deployment was Vanguard.  The objective, I don't think I took a good picture of it, was a dead Blood Angel Terminator.
My picture taking was sporadic, and I haven't painted (bought a bunch of generic marines on ebay, and haven't repainted them, but the Death Company are primed black.

  Turn 1: Dark Angels went first.  I forgot to roll for thirst (the 5th or 6th game in a row), and we forgot to roll for night-fighting, which is too bad because I lost both whirlwinds before they had a change to do anything (that's the double crater in my deployment zone (on the left).  He has the IG command squad in the tower, and one of the devastators on top.  I moved my death company toward objective, move one tac squad for support, and then move the other behind the vindicator to go after his scouts (in the rocks on the bottom right).  I am not going to mention my scouts, because one squad (I combat squaded them) died turn 2 without doing anything, and the other one I forgot about for 2 of 6 turns (and did 1-2 wounds, which were both saved on the turns that I did save - move on that later).  Note the Valkyrie is on the board because he had just started turn 2 before I remembered to take pictures.


Turn 2 - He came on with the Valkyrie, and killed alot of guardsmen.  They were behind a wall, but using true line of sight from the vehicle, really only the first row got and cover, and once they were gone, it went badly - Luckily I had blobbed them into 1 large infantry platoon, so there were about 30 guys in that unit.  He did some other shooting, but nothing game changing, except he snap fired his heavy bolter into my death company, forgetting that it would stop him from charging, so my Death Company got the charge on his tactical marines on my turn 2.  Before that though, I dropped all my Assault Marines in, and Mabro.  Mabro threw his det pack on the command squad, killing a power fist and 1 or 2 power weapons (which helps out alot later on).  The squad with the melta land behind the tower and catastrophically destroy it (I had hit it earlier with an autocannon, lowering hull to 10, so he had moved his command squad out, but his devastators were still on the roof, and he lost 3 of them to the collapsing building.  My death company charged his tactical squad closest to the objective - I killed all of them except the Sergeant ( he survived challenge with reclusiarch because of the ap 4 power weapon).  He ran, but we caught him, which tied the death company up to be charged by another tactical squad and what was left of the DA command squad.  I issued bring it down orders, and hit the Valkyrie once, making him have to snap shot only on next turn)
This is the end of my turn 2.  The crater in the back right was the tower.  The yellow in back right are jump marine sergeants and their teams (the other 2 are closer, and out of the shot)
Turn 3.  Since his Valkyrie could only snapshot, and 2 of its three weapons were blast (the other was a lascannon he paid to upgrade), he just flew it off the board.  A tactical squad and his DA command squad joined the attack against the death company.  He did some shooting, and I think he finished of the vindicator in this turn, but nothing dramatic (he did kill marbro though).  My 4 tactical squads all charged or got charged this round (I think I got 3 charges, and 1 got charged).

Turn 4.  He flew his Valkyrie back on, to almost the same position.  I was trying to get a tactical squad to the relic while the death company help stuff up, but he parked his plane so that could not get into base with it and still be 1" from his base.  He fired at my marines again, and I lost some more, including an autocannon.  Melee went on (at this point my death company would have been dead from all the power weapons, but he couldn't roll 4's, although he had a lot of 3's (my WS was the same as his commanders).

Turn 5.  He switched his Valkyrie to hover mode, and moves behind the statue in the middle ( he is still close, but not within 1"), because I have a tactical squad moving in with a MultiMelta, and he doesn't want to fly off the board again this late in the game.  He killed the last of my autocannons.  By this time, I have 2 tactical squads near the objective (although his dev squad killed my MM before it shot, because it was the front of the squad, looking for a shot on the plane).  On his turn, he also kills off the last of the death company.  All my assault squads are still in combat.  My unit of 3 marines grab the objective and run.  The other tactical squad, not quite close enough to grab the objective in its movement turn, runs and screen the objective squad.
We roll for turn 6 and get it.  At this point we also remember that we need to roll for night fighting, and it is night fighting (although we forgot to use the rules for night fighting even then).  Here is where I caught a break - my assault squads were having a hard time cutting through stuff (5 men with no power weapons against 10 men who did have a power weapon), but I tied up alot of his shooting.  He used the devastators and Valkyrie to punch a hole in my screening unit, and then uses the first closest two units to shoot the squad with the relic, killing all 3 of them.  Now is where I get the break (even though I am being blown off the table), because he cannot assault the "screening squad" because everything in range to charge fired at the now gone unit - although it didn't matter too much, because I also failed my leadership roll, and ran 11 inches.  On my turn, I rallied, went back and grabbed the relic, and the game ended.  I forgot to take a picture, but I had 2-3 tactical marines with the relic, and 1 Assault SGT in his deployment zone, giving me 4 points.  He had 1st blood and killed enemy warlord, for 2 points.  It was a close game, and in another turn, I might have been tabled (except for the 5 scouts we had both forgotten about).

Thoughts.  I just did a big write up on scouts, and they still under performed my expectations.  Units of 5 just isn't enough when you need 4s to hit and to wound.  The one six I rolled got saved.  The scouts were definitely the duds of this list.  Mabro was one of my MVPs, hurting both the command squad and the tactical squad that later attacked the death company.  The Assault squads also did well, tying up units that outnumbered them, and letting the tactical squads run in and grab the objective with minimum fire (although it was still almost too much).

Hands down, the Valkyrie was his MvP.  It destroyed so much, since it was able to ignore most of the cover I had.  Additionally, it just brought a lot of fire power.  His power weapons also helped him alot.  He was able to win fights, or hold his own against the death company and the combat squads because of them.

Take-aways- my assault marines and death company NEED some power weapons.  The reclusiarch, while cool, only helps, at most, once a game (because once the DC gets the charge, the enemy will probably make sure it doesn't get another charge, ever), so those points are better spent on power weapons.  If the opponent is going first, and has devastators and IG heavy weapons teams, start with whirlwinds and vindicators off the board, so they get to shoot at least once.