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1500 pt Video Batrep: Templars Vs Blood Angels.


Templar BlackAdder

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Have posted our latest batrep now at:-

 

 

Also we are finally set to start our Warp Rift Campaign, and the campaign starter 4-way playoff is also on the channel.

 

Basically we played a 4 way free for all to decide on the player number/order of the armies in the campaign, to help decide who chose which hexes first, where they plant their flags etc.

 

The armies involved in the campaign will be:-

 

  • Black Templar
  • Blood Angels
  • Tyranids
  • Chaos/Deamons.

 

Were hoping to play the first rounds games of the campaign at the end of February and will post the vids soon after.  We are only starting to make batreps and so they will improve as we go, weve done 4 in the last 2 weeks, and I will be filming another tomorrow night against Deamons (1st time playing in 6th).  The campaign will be an escalation campaign and I will also post a vid to explain the premise/situation of the campaign.

 

Rd 1 games (6 games) - 550pt

  1. Tyranids V Blood Angels
  2. Black Templar V Chaos
  3. Tyranids V Templars
  4. Blood Angels V Chaos
  5. Tyranids V Chaos
  6. Blood Angels V Templars.

Round 2 will be 750, then 1000, then 1250, 1500 and then 2000.  When we reach the 2000pt game there will be an APOC 4-way match with a winner take all scenario and 1 unclaimed Hex on the map will be up for grabs, no planetary empires rules rolling to see if you can claim it or not, basically if you win the 4-way you get a free hex.

 

Anyway Ill keep you posted on the games as and when they happen, and if you have any feedback/critique feel free to post it and Ill make sure its taken on board to improve the experience.  I already know about the shaky cam and you will see its gotten better from report 1 through 4 on the channel.

 

Cheers Guys.

Very nice win for the Templars and a good effort by the Blood Angels. I was very cynical about the idea of using 15+ crusader squads but here I think they did very well, I am going to have to try using some of them now. Again congrats on the win and a very nice battle report to boot.

lost a bike squadron to dangerous terrain...i bet that idea to 'ramp' over that mound was a bad idea then teehee.gif

Yah I actually rolled double 1's but made one of the armour saves. After 1 turn I had lost my Ven, Bike Squad and Pred, it was painful.

Very nice win for the Templars and a good effort by the Blood Angels. I was very cynical about the idea of using 15+ crusader squads but here I think they did very well, I am going to have to try using some of them now. Again congrats on the win and a very nice battle report to boot.

Cheers man, yeah I run large squads alot, you will be able to find my posts declaring my love for the black tide.

One thing that alot of people overlook with large crusader squads is the bolts pistols, and sheer number of attacks they can lay down. With a 20 man squad you can move, fire 20+ pistols (IC's attached), and then still get to assault. Sure a 10 man bolter squad can fire 20 times within 12 but they cant assault so always leave themselves swinging in the wind.

Its an awesome sight to see your crusaders move 6, fire 20+ times or so, then assault and deliver 70+ attacks (per squad). One thing Ive found, facing "Tough" armies (Angels, Wolves, Knights etc) is that they cannot do enough wounds to take me out, and I will get to their lines. Ive never faced massed vindicators yet, but that also limits the opponents manouverability.

True on all counts, with a large squad you can soak up punishment and dish it out as well. Have you ever put a 14 man crusader squad with an IC in a LRC? I want to try that out and I was wondering if you think that would be a good idea. 

Yes I have done this many times, normally with a chaplain.  Move 6" disembark (up to 6 more inches from the hatch) fire all pistols then charge all with re-rolls.  The unit then goes about its job and the LRC can act as an indpendant anti infantry unit.  The tiwn-linked hurricanes and assault cannons are great, I had one once take on 10 Nurgle Marines and 20 Zombie Cultists, he couldnt pull off his objective as he was scoring, my 15 man squad, plus another 20 man squad (plus EC) had tied up Typhus and his squad and so my LRC just pounded away each turn. End of the game there was 2 Nurgle marines and zero cultists.  The LRC is a formidable anti infantry tank.

 

You could even disembark and fire your pistols plus the LRC at the unit you are about to assault, if it a tough nut to crack, 14 pistols, orb of antioch, 12 boltguns twin linked (hurricanes), 4 assault cannon twin linked and a multimelta, then you assault that tough unit, oh an always give your big squads power fists, worth their weight in gold.

Yes I have done this many times, normally with a chaplain.  Move 6" disembark (up to 6 more inches from the hatch) fire all pistols then charge all with re-rolls.  The unit then goes about its job and the LRC can act as an indpendant anti infantry unit.  The tiwn-linked hurricanes and assault cannons are great, I had one once take on 10 Nurgle Marines and 20 Zombie Cultists, he couldnt pull off his objective as he was scoring, my 15 man squad, plus another 20 man squad (plus EC) had tied up Typhus and his squad and so my LRC just pounded away each turn. End of the game there was 2 Nurgle marines and zero cultists.  The LRC is a formidable anti infantry tank.

 

You could even disembark and fire your pistols plus the LRC at the unit you are about to assault, if it a tough nut to crack, 14 pistols, orb of antioch, 12 boltguns twin linked (hurricanes), 4 assault cannon twin linked and a multimelta, then you assault that tough unit, oh an always give your big squads power fists, worth their weight in gold.

The LRC has these... krak or frag grenade launchers at the front.

 

Are they useful at all?

the frag assault launchers at the front of the LRC make it so that any unit that disembarks from it counts as having frag grenades for the turn. They are quite useful, as they even work for terminators, who don't have the option to take them in the first place. Although, most of us bring TH/SS termies, so they're probably striking at I1 anyways.

 

Awesome battle! Loved it!

So just to update:

 

Just got back from playing 1500pts against Deamons. 1st time fighting them, and it was a tough nut, 2 squads of flamers, 3 x DP (all nurgle) 1 x bloodthirster, lots of bloodletters and blood crushers withsome dogs thrown in for good measure.

 

Ill post the vid hopefully Sunday night/Monday morning.

 

I ran my standard black tide, except I ran Grimaldus for the first time in 6th. 2 x 20man squads with P.Fists, 10man crusader squad, chaplain, EC, Grimmy, and 3 typhoons + Aegis.

 

It was an awesome game that all came down to 1 dice roll at the end. To see whether or not it went to turn 6, and it did.

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