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Three battle reports - DoA Blood Angels


BLACK BLŒ FLY

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Okay guys so I had the opportunity to bring my revamped list and see how it would fare at a local tournament yesterday. A lot of people were asking if I had brought my Death Company army again, but no they are retired for now. Hee!

 

We had 16 players showing up with a wide assortment of armies. Some of the armies I saw there included the following:

 

2x Blood Angels (including mine)

Black Templars (beautifully painted army)

2x Tau

2x Tyranids (one was a gorgeous army and won the award for best painted)

1x Space Wolves (Thunderwolf/Grey Hunter/Long Fang spam)

Orks (Ghaz horde)

 

Surprisingly there were no IG armies present... Seems like they aren't as popular here as they used to be.

 

Some really interesting missions that were challenging to play and lots of fun.

 

So here is my list (2000 points):

 

The Sanguinor

Librarian (jump pack)/Epistolary, Unleash Rage, Sanguine Sword

Honor Guard (jump packs, chapter banner):

•Novitiate

•Pair of lightning claws

•Lightning claw & stormshield

•Lightning claw & stormshield

•Thunderhammer & stormshield

 

Sanguinary Priest (jump pack)/power sword

 

Vanguard veterans (jump packs):

Sergeant - power fist, stormshield & meltabombs

4x power sword & bolt pistol

 

 

10x Assault Marine/thunderhammer & stormshield, meltagun & flamer

10x Assault Marine/power fist & infernus pistol, meltagun & flamer

 

Furioso/extra armor, heavy flamer, pair of Blood Talons

 

Stormraven/extra armor, twin linked lascannon & twin linked multi-melta

 

Librarian joins Honor Guard, they ride in Stormraven with Furioso. I deployed the same each game - Stormraven held in normal reserve, all other units held in reserve and deep strike.

 

The first mission was versus Wayne and his Tau. This mission had Dawn of War for deployment except that you could initially deploy all HQ and troops. Five objectives - one at the center of the table and the other four in the center of each table quarter. For each piece of terrain you rolled 1d6. On a roll of 1-3 the terrain was both dangerous and difficult terrain, on a roll of 4-6 the terrain gave +1 to cover saves. There was lots of terrain on the table.

 

I lost the roll for deployment and had to go first. Wayne's army looked something like this:

 

Ethereal

Squad of crisis suits w. Commander/missiles & plasma

 

5x Stealthsuit

 

10x Kroot

10x Fire Warrior

10x Fire Warrior/Devilfish

10x Fire Warrior/Devilfish

10x Fire Warrior/Devilfish

 

Pirinha squadron (2)/burst cannon & fusion gun)

Squadron of gun drones

 

Hammerhead/Railgun

Battlesuit (1)/twin linked Railgun, shield drone

 

Wayne used his Kroot to infiltrate on top of an objective in my deployment zone and placed two of his Devilfish on top of objectives in his deployment zone. He joined the Ethereal with the foot slogging Fire Warriors and set them up in terrain for cover along the back of his deployment zone. Wayne placed the other Devilfish central to the table. Wayne decided to hold everything else in reserve.

 

I roll for Red Thirst and none of my units get it. The sergeant with the thunderhammer and stormshield gets the Angel's Blessing. The Sanguinary Priest is attached to the squad of assault Marines that received the Angel's Blessing.

 

1st Turn

First turn of course none of my army comes in. Wayne holds his ground waiting for the next turn.

 

2nd Turn

I roll for reserves. In comes both squads of assault Marines and the Vanguard veterans. My Vanguard lands in place to assault the Ethereal and his Fire Warriors. The assault squad with the Priest lands back deep in my deployment zone ready to target the Kroot. My other assault squad lands beside a squad of Fire Warriors sitting on an objective in his deployment zone. I shoot the Kroot, bringing them below 50 percent and they break. Second assault squad pours fire into a squad of Fire Warriors bringing them down to 50 percent and the fish heads pass their break check. The Vanguard assault the Ethereal with the Fire Warriors, beat them in close combat then destroy them when they break. The remaining Fire Warrior squads then all pass their break checks. So a solid turn but still there is a lot of Tau units waiting to come in from reserve.

 

Wayne rolls for reserves and every single unit comes in... Wow! I'm going to have to weather a lot of shooting this turn. My Vanguard had consolidated into a piece of hard cover for the 3++ so that should help a bit plus both assault squads are fairly well hidden by terrain so it's not looking that bad. Everything rolls on with the squad of gun drones scattering off the table and the Stealthsuits mishap with me placing them in front one of my assault squads so I can charge them the next turn. Wayne decides to walk his crisis suits onto the table after seeing that... Cant blame him either. The battlesuit sets up on the edge of his table side with some cover. The Piranhas zoom up towards the middle of the table and the Hammerhead comes in on his other flank. Lots of shooting ensues - this is make or break time for the Tau. They have everything left at their disposal on the table now while I only have three units. Wayne lights it up. After all the smoke clears both assault squads are still above 50 percent, but the Vanguard are down to one veteran with a power sword. All three of my units pass their break checks and pinning tests.

 

3rd Turn

The Sanguinor comes in from reserve but not the Stormraven... Oh well that's pretty much par for the course. The Sanguinor drops in behind a piece of cover in the center of the table looking over at a squad of Fire Warriors holed down in a large crater. The lone Vanguard veteran flies over to engage the crisis suits for some timely revenge while my assault squads move out into position to take out more Fire Warriors and the Stealthsuits. My goal is to kill all the enemy scoring units then focus on any units that can contest. I decide not to shoot and go straight to assault as I don't want to risk any enemy squads breaking and falling back outside my charge arcs. The lone Vanguard veteran charges the crisis suits, beats them in close combat then destroys them when they fail they break test. One squad of assault Marines charge and kill a unit of Fire Warriors while the other destroys the Stealthsuits. At this point I'm not holding any objectives but another good turn like this and there wont be any enemy scoring units left. Also I have put a good dent into the Tau now so I wont have to weather as much shooting again, which is important since I only have two scoring units myself.

 

Wayne decides to stand his ground again and pour what he has left into my army. The Vanguard veteran is out in the open now but still both of my assault squads have hard cover for the 3++. His shooting sees the end of the Vanguard finally while both assault squad take minimal losses. He tries to plink a few shots at the Sanguinor but the Angel passes all his saves. The Hammerhead has moved up towards the center of the table and the Piranhas are over in my corner.

 

4th Turn

In comes the Stormraven finally. It moves on 12 inches from the board edge. The Librarian and the Honor Guard disembark ready to assault the Piranhas while the Furioso also detaches and will be just in range with it's meltagun to blast at the Hammerhead. The Sanguinor moves up to assault the last full squad of Fire Warriors while one assault squad jumps on an objective while the other sees the Priest detach to assault the battlesuit while the squad surrounds a Devilfish. Stormraven then destroys that Devilfish. Furioso drops the Hammerhead. Assaults all go off and there is nothing left of the Tau except for a couple of Devilfish. Wayne then concedes the game so I get full points.

 

Next up - Thunderwolves/Grey Hunters/Long Fang spam ! A classic rematch versus one of my old adversaries.

 

0b ;)

Okay I forgot to include the Vanguard in my list. Here they are:

 

(jump packs)

Sergeant: power fist, stormshield & meltabombs

4x bolt pistol & power sword

 

I used to run them as a large unit with lots of stormshields and lightning claws but have recently cut back to a five man squad. This gives me the points to take two full assault squads and I put all the bling on the Honor Guard since they have a priest and the banner, just makes more sense but took me awhile to figure that out.

 

0b :lol:

Here is the second batrep from the RTT. I was up against my long time friend and chief nemesis, Gareth. I've never beaten him in 5th edition and having just revamped my list I was really looking forward to the game. We are both very competitive so I knew it would be one of those epic matches that keep us highly focused.

 

The mission was killpoints which I was very glad to see as this store typically does not use them for their events. To me killpoints are a part of the balance for 5ed. Without them I tend to see MSU armies having a distinct advantage. On a side note one of the reasons why I like this store is because they tend to cater to players who invest time and effort into the appearance and background of their armies. You'll typically see some older guys there like myself who have been playing for over a decade and can bore you to death with a myriad of details and minutiae regarding our armies and why we play them.

 

So basically you had to beat your opponent by at least five killpoints to win, which is a tall order. At first vehicles were listed as giving up zero killpoints but after some discussion with the TOs they decided to include them as killpoints. I thought that was cool. Deployment was Spearhead (which doesn't really affect me since I run a DoA list).

 

Here is Gareth's list:

 

Wolf Lord/Thunderwolf mount, Saga of the Bear, thunderhammer, stormshield, wolftooth necklace, runic armor

 

3x Thunderwolves/3x stormshields, power fist, MotW, meltabombs

 

Wolf Lord/Thunderwolf mount, power fist, stormshield, wolftooth necklace, runic armor

 

3x Thunderwolves/3x stormshields, power fist, MotW

 

Rune Priest/JAWS & Living Lightning

 

5x Long Fang/4x missile launcher

5x Long Fang/4x missile launcher

5x Long Fang/4x missile launcher

 

5x Grey Hunter/MotW, Wolf Standard, meltagun - rhino

10x Grey Hunter/MotW, Wolf Standard, 2x meltagun - rhino

10x Grey Hunter/MotW, Wolf Standard, 2x meltagun - rhino

 

There was also a special rule for endless reserves. Any time one of your troop choices was destroyed the next turn it could re-enter play either coming in from your own long table edge or by outflanking. Personally I liked this rule and found it to be fun. If you recycled a troop choice then your opponent would score another killpoint if they destroyed it.

 

We rolled for the first turn and again I lost and had to go first. Gareth deployed in a very tight cluster using his rhinos and Thunderpups to screen his Long Fangs from my Vanguard.

 

I rolled for the Red Thirst and again none of my units get it. The sergeant with a power fist and infernus pistol receives the Angel's Blessing. The Sanguinor chooses the Bear Lord as his victim.

 

1st Turn

Space Wolves shuffle their rhinos a bit so I will have to hit them on a 4+ if I can charge them and they pop smoke. That's it.

 

2nd Turn

I roll for reserves. In comes everything except for the Stormraven. I drop the assault squad with the Priest attached behind the Space Wolf castle. The other assault squad comes in on the side able to target another rhino with their meltas. Also both assault squads are close enough together they will both benefit from the FNP bubble cast by the Priest. I can't position the Vanguard to get a charge on the Long Fangs since they are well screened so I decide to charge the doomed Bear Lord and his Thunderpup calvary... The idea is to inflict some wounds and weaken them so my heavy hitters will have an easier time taking them out. If the Vanguard can survive their initial assault then they will keep that unit tied up and provide cover to my other units on the table. The Sanguinor drops down behind some trees far enough away from the Space Wolf castle in hope that he wont draw any fire - I was planning to use him in concert with the Librarian and Honor Guard to stack their attacks in a later round assault.

 

Shooting sees one rhino destroyed and another wrecked. The Rune Priest will have to foot it the rest of the game. Not bad versus smoked vehicles plus some more cover. The Vanguard charges the Bear Lord and his thunderpups putting one wound on each of the thunderpups plus the sergeant is able to snipe one wound from the Bear Lord. In return all of the Vanguard except the sergeant dies and its a drawn combat. I don't think it could have gone any better, I've taken out two rhinos and weakened the Bear Lord and his posse, plus the Vanguard sergeant managed to survive.

 

Gareth's turn all the Grey Hunters move into position to shoot and charge my assault squads while the unengaged Wolf Lord and his thunderpups swing back to also charge my assault Marines. The Long Fangs focus fire on one squad of assault Marines but my cover saves are on fire and I only lose two to three. The Grey Hunters then blaze away with their bolt pistols and meltas but again my saves and FNP are really hot - I end up losing another couple of Marines. Gareth then charges in, even with all his combined attacks he cannot break either squad of assault Marines. The lone Vanguard sergeant is killed though so it's 2 killpoints to 1 killpoint in my favor. The Bear Lord and his posse consolidate towards the Sanguinor.

 

3rd Turn

In comes my Stormraven and I fly it up beside the Sanguinor keeping it behind the thicket of trees. It fires on the last rhino and wrecks it. We go straight back into assault, again both of my assault squads are able to weather another round of close combat and not break, including the Priest, but they have taken lots of damage.

 

Gareth's turn the Bear Lord and his wounded posse move up towards the Stormraven and the Sanguinor. He just manages to wreck the Stormraven with one penetrating hit that got through my cover saves and wrecks it... Drat. The Bear Lord and his posse are just able to reach the Librarian and his Honor Guard moving through cover to assault. My Librarian succssfully casts both Unleash Rage and the Sanguine Sword. With two bonus attacks each (Sanguinor and the banner) I am able to kill off all the thunderpups plus put another wound on the Bear Lord. In return I lose one Honor Guard with a lightning claw and stormshield. The Bear Lord then passes his break check and armor saves due to No Retreat. Over on the other side of the battle only the sergeant survives that close combat and breaks, not falling back far enough to be able to regroup the next turn. The other assault squad is down to just two Marines and the other sergeant... They pass their break check and remain stuck in. The other Wolf Lord and his Thunderwolves then consolidate toward the treeline - note that each of these Thunderwolves have all lost a wound. The Priest also goes down this turn so I have 3 killpoints to Gareth's 4 killpoints. It's very close and I'm still in the thick of it with all my heavy hitters on the table in position to counter attack.

 

4th Turn

The Sanguinor moves up to take out the Bear Lord while the Furioso drops back to shield the Librarian and Honor Guard but unfortunately fails his dangerous terrain test while shifting through the wrecked Stormraven and is immobilized. No shooting this turn and the Sanguinor kills the Bear Lord. So it's dead even on killpoints at 4 apiece.

 

Gareth moves up his other Thunder Lord and posse hoping to be able to charge through the woods into my Librarian and Honor Guard. Two squads of Long Fangs shoot through the woods at the Librarian and his Honor Guard but all the missiles bounce off their stormshields - nice ! The other squad just manages to wreck the Furioso with one penetrating hit. Gareth then blasts the lone assault Marine sergeant off the table with a squad of unengaged Grey Hunters. On to close combat - the remaining Thunder Lord and his thunderpups make it through the trees to assault my Librarian and his Honor Guard. Again the Librarian successfully casts both Unleash Rage and the Sanguine Sword. All the thunderpups are destroyed and the Librarian kills the Thunder Wolf in a fit of black rage.

 

That's pretty much it and time is called. There is a 5th turn with both of my assault squads coming back to outflank but no more killpoints are to be had. Gareth lost both Wolf Lords, both squads of Thunderwolves and three rhinos. I've lost both assault squads, the Priest, Vanguard, Stormraven and dreadnaught. So it's a draw since you needed to win by a margin of at least 5 killpoints.

 

0b :devil:

WoW! Good game BO cpngratz, I'm kind of confused on the immobilized furioso though, it's a walker hence it shouldn't get immobilized due to the difficult terrain, just move biggest of a roll of 2d6.

 

I really liked your very elite assaulty BA goodness list :P

WoW! Good game BO cpngratz, I'm kind of confused on the immobilized furioso though, it's a walker hence it shouldn't get immobilized due to the difficult terrain, just move biggest of a roll of 2d6.

 

I will check the rules regarding the dreadnaught. My opponent said the judge ruled it that way. If someone can check the BRB that would be awesome. :)

 

Hey Israfel; I was going to write a reply very similar to your own, but decided to double check the rules before doing so. (In case I made a complete fool of myself; it's happened before! :) ) You're right in what you say about it being a walker, but I thought I'd double check the rules for wrecks...

 

I was surprised when I discovered that wrecked vehicles count as both difficult and dangerous terrain. (Top of Pg 62).

 

Needless to say, both I and my opponents will be a little more wary of skipping happily over wrecked tanks in future.

 

Looking forward to the third report Black Orange, btw. Keep it up. :)

He has the Epistolary upgrade. ;)

 

I am hoping the last batrep helps to show how you can use an opponent castling to your own advantage when playing a DoA style army. Everything went well and I had good dice so that helped .

 

0b :D

The Librarian by himself is not a street fighter versus many other units. No invulnerable save and only I4. However with the Honor Guard riding in a Stormraven and supported by the Furioso it's a different story. My Librarian and the Honor Guard have jump packs so they can maintain their mobility if the Stormraven gets blasted - it's going to happen sometimes so you need options to deal with the contingencies. Basically on the charge you should be able to cast at least one psychic power, versus anti-psychic armies you don't know which one will be blocked but both the S10 force weapon or rerolling all your hits are both good. I like the Epistolary better for a DoA army since he can join the Honor Guard and they can all ride in the Stormraven. The priest is built in so you've got your Furious Charge and Feel No Pain, plus the three stormshields helps versus units like Long Fangs and other heavy weapons.

 

So sure he is not the best hand to hand HQ by any means but that's why I run the Sanguinor. If you position him properly along with the banner the Librarian and Honor Guard all have +2A... That's pretty awesome. Another plus for including the Sanguinor is he can take Bear Lords, Abbadon and other uber assault monsters you don't want near your other units. So it's all about the synergy that comes about when you put it altogether. :HQ:

 

0b :HQ:

Congratulations on your 1st battle. I have only read the first one at the moment.

 

I think this is why people think Tau are poor. People bring weak lists and use poor tactics. BOO!

 

Stealthsuits, Gun drones, HEAPS of Fire warriors and few Kroot. What was he thinking?!

 

Kroot need Hounds and should be 13 or 17 strong, for a 25% of 4 and 5 models.

 

Send him over the Battle-domes YTTH and 3++. The game was over before it began! :Elite:

 

It also seems like he had his FW out of the Fish from T1, or am I misreading it?

 

I am not sure about this, as my book is not handy. If you declare a unit is in reserves and can DS, don't you have to commit to DSing and so cannot change your mind and have them walk on?

 

Tau all need to be on the TT. They cannot afford to not be shooting in an attempt to turn up where the enemy is not. They don't have enough firepwoer to wipe you out with less turns of shooting AND Bloods are quick enough to boogie over to the Tau anyway. :blush:

If you attach an IC to the Vanguard then they lose their HI special rule - sure would be awesome if they could, we would probably three full squads with Sanguinary Priests and very nasty HQs attached. :Elite:

 

My two favorite spells are Unleash Rage and the Sanguine Sword. The Honor Guard has three stormshields plus FNP is built in with the Novitiate from the Honor Guard so I don't find Shield to be necessary.

 

As far as the game against the Tau I think Wayne did the best he could. He hasn't been playing nearly as long as I have so there is that. I didn't have any problem with his suits walking onto the table - he lost his drones to a bad scatter plus the Stealthsuits mishapped, sometimes you just have to cut your opponent a break, plus it did not make a big difference in the end. Wayne probably wasn't aware what the Vanguard can do plus he did not have a transport for the squad of Fire Warriors with the Ethereal attached... Not much he could do about that really. He was able to shoot a lot at my first three squads the second turn but I had great cover and had the two assault squads well positioned to cut down on some of his shooting. I think it was best to disembark the Fire Warriors so he could rapid fire, otherwise his Devilfish would have been shot and assaulted with any surviving Fire Warriors being forced to make emergency disembarkations. At worst it was a wash in my opinion.

 

0b :blush:

So here is the final 3rd round batrep from the RTT. My friend Gareth (2nd round opponent) and I are both tied for second place (1W & 1D each) while there is a Black Templar player in 1st place with 2 wins. When the matchups for the 3rd round are announced I find out I will be pitted against the Black Templars player whose name is Gary. Gary had a beautifully painted army with lots of really neat conversions. The rules for the 3rd round work as such:

 

Deployment - Spearhead

Mission - Modified Objectives; You place 2+d3 objectives starting with the player who goes second. You cannot place your objectives in your own deployment zone plus they must be at least 12" apart and 12" from any table edge. At the end of each turn you score one point for each objective that you control and only scoring units can control objectives. Also a scoring unit must be disembarked to hold an objective. There will be a total of 3 objectives. I finally manage to win the roll for deployment and choose to go second.

 

Here is Gary's Black Templar army list:

 

Emperor's Champion (Preferred Enemy vow)

 

7x Assault terminator (Furious Charge)/5x pair of lightning claws & 2x thunderhammer & stormshield

 

Venerable dreadnaught (Tank Hunter)/extra armor, twin linked lascannon & DCCW

 

Landraider Crusader/PotMS, extra armor & pintle mounted multi-melta

 

10x Initiates {Crusader squad}/8x bolt pistol & chainsword, meltagun & power fist - rhino

10x Initiates {Crusader squad}/8x bolt pistol & chainsword, meltagun & power fist - rhino

10x Initiates {Crusader squad}/8x bolt pistol & chainsword, meltagun & power fist - rhino

 

Predator/lascannon turret & lascannon sponsons

Predator/lascannon turret & lascannon sponsons

 

Landspeeder/multi-melta & heavy flamer

 

I place my two objectives 12" apart in the same table quarter adjacent to Gary's deployment zone and they are both 12" from the long table edge. Gary places his objective in the center of the opposite table quarter.

 

I roll for the Red Thirst and get it for my Vanguard while the assault Marine sergeant with the thunderhammer and stormshield receives the Angel's Blessing.

 

1st Turn

Gary moves two of his rhinos toward the two objectives I placed and disembarks the Crusader squads so they are holding those two objectives. The Landraider Crusader (carrying the Emperor's Champion and terminators) moves up to support them with a Predator on either flank and the landspeeder behind it. The third rhino makes a dash over towards the 3rd objective. All my units are in reserve so Gary automatically scores 2 points at the end of my turn.

 

2nd Turn

Gary re-embarks the first two Crusader squads back into their rhinos and the 3rd Crusader squad moves up to the 3rd objective remaining embarked in their rhino. The landraider, predators and landspeeder all move up to 6". All vehicles that can and the dreadnaught pop smoke.

 

My turn I roll for reserves. In comes the assault squad with the thunderhammer sergeant (Priest is attached to them) and the Vanguard veterans. I drop the assault squad with the thunderhammer sergeant and Priest over on top of the 3rd objective to contest if necessary plus they have some cover from the lascannons over there. The Vanguard vets land beside one of the Predators. I shoot the rhino by the 3rd objective with the melta in the assault squad and immobilize it. The Vanguard charge the Predator and wreck it. That's the end of the turn and Gary still has a lead by 2 points.

 

3rd Turn

Gary moves up the landraider so he can assault my Vanguard while the two Crusader squads remained embarked in their rhinos over in that table quarter and they don't move. The 3rd Crusader squad disembarks to shoot and charge my assault squad. The Emperor's Champion and the assault terminators destroy my Vanguard while I lose none of my assault Marines to shooting from the 3rd Crusader squad and that combat is drawn.

 

My turn in comes everything else still in reserve. The Sanguinor lands over beside my first assault squad while the second assault lands on top of another objective beside the table edge. The Stormraven moves onto the table 6" and the Furioso disembarks. The Stormraven is also positioned behind a tall piece of desert terrain for cover. The Stormraven fires all it's weapons into the landraider and can only manage to shake it. The second assault squad fires their meltas into a Crusader rhino and destroy it. The Furioso pops smoke then charges the Crusader squad and destroys them all. The other protracted assault ends in another drawn combat. The Furioso turns in consolidation so that his front armor is facing the Templars' guns and drops back to shield the second assault squad. I now control one of the objectives so the score is 2 to 1, still in favor of Gary.

 

4th Turn

Gary moves up his landspeeder to heavy flamer the second assault squad while his dreadnaught starts to make a move towards them as well. The landraider and remaining Predator both pivot in place to target my Stormraven. The Emperor's Champion and assault terminators move into position to charge my Furioso. Shooting sees the Stormraven shaken while my second assault squad takes no wounds. The Emperor's Champion and assault terminators charge my Furioso and the metal beast promptly eats them all except for the Emperor's Champion and one thunderhammer terminator. The other assault sees the 3rd Crusader squad whittled down to the last three Initiates.

 

My turn the Sanguinor moves up to assault the immobilized rhino while my Librarian and Honor Guard dismount and fly up to assault the Venerable dreadnaught. The Stormraven then peels off moving over towards the second Crusader rhino in position to contest the 2nd objective and pops smoke. Shooting sees my second assault squad popping the landspeeder. The Sanguinor destroys the immobilized rhino while my 1st assault squad finally finishes off the 3rd Crusader squad. The Furioso eats the Emperor's Champion and the last terminator while the Librarian and Honor Guard immobilize and strip both weapons off of the Veberable dreadnaught locking it in place. I now go ahead on points 3 to 2.

 

5th Turn

It's basically a mop up operation now for my Blood Angels and I go on to win the mission with full battle points. Gary was a lot of fun to play and a smart opponent but it just felt like his older 4th edition codex is outclassed by the new Blood Angels codex.

 

We all then sit around and chat about whats in store with the new Dark Eldar while the judges tally up the final scores. The awards are finally announced, Gareth (2nd round opponent - SW) takes best overall while I win the award for best general only 0.5 points behind. I was happy with the final results and felt that my army did well against three solid opponents. My favorite match was versus the Space Wolves, that was one epic battle if ever there was one for sure.

 

0b :blush:

BOO HISS!

 

Pickin' on the old Dex huh?

:P

 

These are my thoughts on his list. Las cannon plus DCCW is silly. If you want the DCCW, you take the more ferocious AC or MM. If you want the LC, then you take the ML.

 

The EC should go with the Crusaders. They sorely need the i5 s6 power weapon attacks. The ferocious Assault Terms do not.

 

TH SS are there so that the squad can open Tanks or bully single DCCW dreads, not rush in and fight the most ferocious Dreadnought yet!

4++ just cannot be risked like 3++ can, as funny as that sounds.

 

Even if you'd still have beaten him, no sense making it easy for you :)

 

I am glad to see Bloods doing well in tournaments. People bemoaning Wolves is getting old. I think Bloods have the quality, it is just harder to work with them than the TWC-Greys-Fangs-Witch combo and requires more skill to get the instrument singing.

Is it just me who thinks its a bit rude to criticise a batrep poster's opponents armies? Its just unnecessary, and discourages people from generously spending their time to post this kind of stuff.

 

Anyway, thanks BO, sound like some interesting games, and its great to hear of DoA lists doing well, especially with a SR!

Is there anything you would change after these games?

Thanks for rounding off the bat reps, Black Orange :lol:

 

Las cannon plus DCCW is silly. If you want the DCCW, you take the more ferocious AC or MM. If you want the LC, then you take the ML.

 

I've got to disagree with you on this; the ML on a LC dread is pretty lame. A bit better if you want a little range to go with a MM, but that's still stretching it. At least with the DCCW you have a chance at threatening vehicles/unprepared (ie no fist) squads close up, or those long range anti-tank if no one's close in. Flexibility is the key, not that weedy krak missile.

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