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Three battle reports - DoA Blood Angels


BLACK BLŒ FLY

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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.

 

Why is it rude? I am not saying anything against BO. BO is friends with some of these chaps and might share the criticism, then BO will get to play guys with solid lists.

 

Any commenting is unnecessary as are even the ops themselves....

 

If this is just a congratulate BO for a job-well done thread, then I am mistaken. I just saw it as a chance to share and teach *shrugs*

 

Who wants to consistently beat dudes just because they bring weak lists? :huh: After a while it becomes boring, yes?

 

Isn't the point of Forums to share a like interest and get better at the various aspects of it?

 

Let's pretend BO thinks his wins are purely because he is amazing. Me [or anyone else] showing things that the foe could've sharpened up on, and thereby got them closer to a draw or a win, is ultimately helpful. That helps bring perspective to BO and [if he shares it] with his foes too.

 

Some people believe a Codex is weak, etc. If others don't share, then people remain ignorant.

 

I can't believe someone would get discouraged from sharing because I didn't speak with only praise as my words.

 

My goal wasn't to rain on BO's parade.

 

I apologize BO if I have. :HQ:

Sorry.

Nice reports. I just wonder why the SW-opponent had MotW on the TWC, making them get less attack on average. A total waste of points, in my opinion. Also, kinda strange haveing to win with 5KP. Sounds like an auto-draw mission to me.

 

Anyway, nice reps!

 

- Natanael

In regard to Brother Wilhem's responses what I will say is I do play at a lot of large national events and have a good overall record. The Space Wolf player won Ard Boyz one year not too long ago and is regarded as a very competitive player. I am just reporting the battles, not here to knock other people's tactics or armies. All my games were fun and I got high marks for sportsmanship so I'll just leave it at that. I hope that my batreps will encourage others to try DoA style lists.

 

:D

 

0b ;)

Yeah it was an auto draw mission, but it was close anyways so no big deal IMO. MotW is for complex unit wound allocation shennigans.

 

0b ^_^

 

Why did the TOs opt for auto-draw mission? Kinda booring, dont u think?

 

About TWC:

But still, there are better ways to do that. MotW makes the TWC worse in CC, and you can just add a bolter or something.

 

5 Man TWC w:

1x Regular

1x Bolter (and SS if i need it)

1x Power Fist

1x Meltabombs

1x Storm Shield

 

That si how I run mine, and that is, IMO, the best way to run them against any opponent. Tell your friend :wub:

 

- Natanael

I was ahead by one killpoint when the game ended, thems the breaks. I like your build for TWC. My buddy runs two squads of three to escort the thunder lords so keep that in mind - it's a lot of points for sure.

 

0b ^_^

Good to read these Bat Reps, I run a very similar DoA force, also supported by one raven. I recently added in 2 multi-melta speeders as I found the raven getting destroyed (removing my only long ranged anti tank fire) all too common. Any good tips for keeping yours alive? Mine has foot DC, DC dread and a recluisarch in - i've only played a couple of games with it but it's yet to last 2 full turns it tact!

 

Glad to see you did well and cheers for taking the time to post it all up!

Here are my thoughts on keep the SR up and running...

 

The SR actually has a lot of tools to help protect it...

 

1) ceramite shielding - melta is not so much of a threat and due to it's inherent speed you should be able to keep it out of range from meltaguns.

2) extra armor - as long as it's not immobilized it can keep moving; sure we take extra armor for granted but it's still very powerful for a SR and well worth the points.

3) fast skimmer - you can always have a 4+ cover save if you feel you need it; that's also another big advantage for the SR. It's like being able to pop smoke every turn. Also you should never have to worry about an opponent charging your SR while it's mobile.

4) PotMS, twin linked multi-melta, twin linked lascannon and Bloodstrike missiles; if you want to use the SR as a heavy weapons platform it's there. It's great at coming on the table and destroying your worst threat. If you are arming it with stuff like hurricane bolters you have to pay for these options plus you have to move in close to get the maximum effect. Both the lascannon and multi-melta are free and the best choices in my opinion. You can outrange most enemy shooting with the Bloodstrike missiles plus since it's a fast skimmer you can move 6" and fire everything if you like. The SR is perfect for alphastriking a mech army. PotMS is another big advantage - you can move flat-out and still shoot - this works very well with the twin linked multi-melta and is a potent threat to most any armor.

5) AV12 on front & sides; much more survivable than a rhino or razorback. This is often overlooked.

6) Transport capability; it can carry a dreadnaught and terminators/jump infantry. The ability to drop a dreadnaught with Blood Talons is very strong for your offense - basically you should always be able to destroy one unit with the dreadnaught. No one else can transport jump infantry which in my opinion is as powerful as transporting the dreadnaught.

 

Protect your investment - If you want your SR to survive long enough to get your investment back then you should focus on eliminating threats to it. There is a lot of synergy going on using both Vanguard veterans (HI) in combination with the SR. If you are expecting the SR to simply fly around impervious to shooting then it's not the right choice for you. You have to protect your Stormraven. It's just that simple.

 

I think that when GW releases an official model the SR will become much more popular. The same thing happened with drop pods when its official model was released. Just because we dont see a lot of SR now doesnt mean it is a bad choice or not worth taking. So again it's all about your tactics. Like I said a DoA style army is not as forgiving as razorspam but in my opinion it's much more powerful in the right hands. The SR has all the tools you need to make it work and it doesn't have to survive a whole game to make back it's points - destroy a Leman Russ or landraider with it's shooting and deliver a dreadnaught into close combat. Typically that's all it needs to do to be effective.

 

:tu:

 

0b :tu:

Yeah, DoA definitely has potential in the right hands, as you mention I think synergy is probably the key word. I guess I succumb a little to 'have Death Company, must fight NOW' and just charge the SR in. Not the end of the world as the result is DC etc slap bang in the middle of the enemy, just that they're right next to the smouldering ruin of the SR! Probably being a little more patient would be a benefit and working on eliminating or tying up some of the bigger threats (getting rid of lascannons - what usually sends it down) with the VV etc.

 

The speeders have helped a bit as the odd opponent sees very speedy suicidal multi-melta x2 as worth taking down instead, or at least splitting some fire then the SR can weather the reduced storm. More practice is the key I think, ta for the pointers dude

Speeders should work well escorting the SR(s). You know how expensive everything is for BA so I dont presently have room for the speeders but I'll definitely keep that in mind. I recently ran a DC army with a pair of SR and it did suprisingly well... of course no one was expecting it either. :)

 

0b ;)

This was the rules for the second mission. Had some ups and downs but neat either way.

 

Mission:

 

Deployment is From the long table edge. Players roll off to determine first turn. Winner can choose to go first or

second. Daemons always use Daemonic Assault.

 

All units destroyed count as 2 Kill Point except vehicles. Vehicles count as 1 kill point. Any unit reduced

to below 50% strength at the end of the game counts as 1 Kill Point. Any fleeing unit at the end of the game counts as

destroyed.

 

To win you must have more than 5 Kill points than your opponent otherwise the game ends in a draw.

 

Special Rules:

 

Seize Initiative, Deep strike, Reserves, Outflank, Random Game Length, and Unlimited Reserves.

 

Unlimited Reserves: All destroyed troops may re-enter the game from your deployment zone or outflank (even if your

troop does not have this inherently), however, this does not included any purchased transports and troops may not

return using Deep Strike.

 

Overall a good tournament showing. Gareth and Steve need to stop winning though.... : )

It was one heck of a tourney Ted (Unforgiven88). I may have not mentioned in detail that the store where we played is a safe haven for grognards and fluff Nazis. I like that aspect and consider Coliseum of Comics to be a home away from home for me. It takes about an hour and a half to get there but the drive has always been well worth it for me. Plus all the games tend to be a lot of fun. Obviously you and Tim are doing something right. Im very picky about where I play. That says it all for me. :D

 

0b <_<

The Furioso pops smoke then charges

 

You know, somehow it had never occured to me that I could pop smoke before charging, in case I wiped out a squad. Thank you, BO. I just learned a new tactic.

 

There is a lot of synergy going on using both Vanguard veterans (HI) in combination with the SR.

 

This is an excellent point. Synergy is very important, and that actually makes a lot of sense. Maybe I'll reconsider using VV/HI if I ever play with BA rules (non-DoA still scares me too much).

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