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battle report - 5th edition blood angels vs dark angels
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Old 06 Jun 2008, 08:34   #1 (permalink)
Shas'Vre
 
Join Date: May 2007
Location: UK
Posts: 1,165
Default battle report - 5th edition blood angels vs dark angels

Hello all!!

i was challenged to a game of 5th edition yesterday and figured i would write up my findings.

basically, i think they make the game run much smoother and the missions are pretty cool.


but to jump straight in.....

my list:

Blood Angels

HQ - Chaplain - 125pts
- jump pack

(Elites) - 9 death company (2 free) - 255pts
- Jump packs

Troops - 10 man tactical squad - 285pts
- powerfist
- melta gun
- lascannon
- rhino transport

Troops - 10 man tactical squad - 285pts
- powerfist
- melta gun
- lascannon
- rhino transport

Fast attack - attack bike - 50pts
- Multi-melta

Fast attack - attack bike - 50pts
- Multi-melta

Fast attack - attack bike - 50pts
- Multi-melta

Heavy Support - Baal Predator - 135pts
- heavy bolter sponsons
- pintle storm bolter

Heavy Support - Baal Predator - 135pts
- heavy bolter sponsons
- pintle storm bolter

Heavy Support - Vindicator - 135pts
- Dozer Blade
- pintle storm bolter


total - 1500pts (i had 10pts spare and i was proxying the vindicator to see how the new scatter rules worked, in future i might take a bike mounted chaplain and stick 5pts somewhere)

His list (as best i can remember)


HQ - Sammael - 205pts
- Jetbike (he put the land speeder away when he saw how much anti-tank i have > )

Troops - 3 man Ravenwing squadron - 255pts
- power weapon
- 2 plasma guns
- apothecary
- standard bearer
- attack bike with multi-melta

Troops - 3 man ravenwing squadron - 155
- 1 melta gun
- power weapon

Troops - 10 man tactical squad - 200pts
- power weapon
- melta gun
- missile launcher

Troops - 10 man tactical squad - 200pts
- power weapon
- melta gun
- missile launcher

Troops - 10 man tactical squad - 225pts
- power weapon
- melta gun
- rhino

Fast attack - land speeder - 100pts
- heavy bolter
- assault cannon

heavy support - predator annihilator - 165pts
- lascannon sponsons

total - 1495pts


(apologies for the lack of pictures, i cant upload them from my computer. i'll set the scene in a minute )

the mission we rolled was "secure and control". the blue-shirt in the store shouted that this was exactly the same as the current "take and hold" so we set up an objective in the centre of the board. about halfway through the game, i was checking the victory conditions and noticed that this was wrong, we should have had an objective in both deployment zones but as we were both playing the same rules, we just decided to take note of it for next time.

we rolled for a dawn of war!

terrain was the intro board in the store. one ond of the board has a trench network (just thick enough to squeeze a terminator base in) and the other has a couple of scattered (small) buildings (simulates assaulting a position from a ruined city for the beginners if that helps). there was also a water tower in my table half that had LOS over everything.


i lost the roll for deployment and my opponent let me deploy first. the mission forced me to place my HQ and 2 troops (no more, no less) on the board anywhere in my table half. naturally i put the rhino's on the objective to screen it from my opponent >. i combat squadded both tactical squads. on lascannon squad (with 4 bolter guys) on the water tower, on lascannon team in the trenches. both the "combatty" squads went into a building at the other end of the board. the chaplain hid behind the rhinos (as he can be picked out in the new rules).


my opponent haddnt banked on the rhinos deploying where they did as he had to deploy at lest 18" from them. he ended up with 2 tactical squads combat squadded along the back of his board edge anad sammael parked in front of one at the far end of the board (in the ruins section).


i got first turn (and he failed to "sieze the initiative"). i had declared nothing to be in reserve so everything moved onto the board in my movement phase . all the tanks moved on literally side by side from the opposite corner to sammael - both predators successfully overcharged. the death company jumped behind the rhinos (chaplain joined them) and the attack bikes moved on from the short table edge to start harrasing the combat squad there.

my first turn of shooting saw the baal predators tear sammael to shreds (my opponent failing only 3 saves). as a point of note - rending is far less powerful than it was - i rolled 4 6's on the hit rolls, and 2 on the wound rolls. the vindicator targetted the combat squad in front of it (and was in range by about 1/16th of an inch) but i rolled high on the scatter and it left the table. the attack bikes irritated the combat squad the vindicator had fired at, doing not much :. lascannons picked off a couple of marines and the death company ran behind the rhinos (which had deployed their smoke launchers).

my opponent had declared that the ravenwing command squad were "flanking" and that most of his stuff was in reserve. he brought on the land speeder and his predator.

the tactical squads all moved forward (with the exception of the missile launcher combat squad in the trenches). the land speeder rammed the front of the vindicator at full speed!. moving 24" gave it a str 8 hit, it also gave me a str 12 hit back!. he rolled a 6 followed by a 5, destroying the vindicator and i rolled a 1 on the damage table (we both burst out laughing at the image :funny: ). he fired a missile launcher at the guys in the water tower - it scattered off. the combat squad near the bikes failed to wound and the predator succeded in immobalising one of the baal predators.

my second turn started with me jumping the death company in front of one of the squads that had advanced. the attack bikes moved to surround the predator.the combat squads in the ruins broke cover to head for the objective. rhinos moved to cover them.

my shooting started with both baal pred shooting at his predator. they managed to stun it ( > ), then 2 of the attack bikes tried - destroying the main weapon and stunning it ( > ) then i fired both lascannons at it, destroying a sponson ( > ). the combat squads ran further behind the rhinos. the remaining attack bike managed to stun the land speeder.

the death company were out of charge range (oops... : )

his second turn saw his standard ravenwing squad appear next to my lascannon team in the trenches. and an attack bike appear in front of my undamaged predator. he advanced with his combat squads again.

his shooting saw 2 death company guys die to melta guns. the attack bike destroyed the assault cannon on the "good" predator. his missile squad managed to hit with a blast on the guys in the water tower (the "all models hit" giving him 3 hits but i passed the saves), the bike squadron reduced my lascannon team to 1 man (the lascannon). he charged 2 combat squads into the DC, his bikes charged the lascannon guy (one of them dieing from leaping through the trench). no wounds were caused in the bike squadrons combat . the death company lost another 4 guys but completely pasted both squads with rending and a few failed saves. the attack bike charged the front of the baal predator and managed to immobalise it.

for my third turn, i was getting tired of that attack bike!. but i turbo-boosted my attack bikes towards the misile squad hiding in the far corner. the combat squads mounted up in their rhinos and moved onto the objective. the death company move to assault the land speeder.

my shooting started with the baal predator taking out the attack bike in front of it with its stormbolter ( :rockon: ). the lascannon team destroyed his predator. death company pistols bounce off the speeder.

the death company charge the land speeder and between them and the chaplain get ONE hit past the armour. luckily this destroyed the speeder. my lascannon guy took out a bike, and the ravenwing guys fail to wound him (they pass their saves for fearless).

dark angels turn 3! the rhino squad arrived and moved towards the objective but in my table half (i was blocking LOS and entry with my rhinos). his missile launcher team destroy one of the rhinos, all the marines are wounded and the sergeant fails his save along with 2 others >.

in combat, the bikes still fail to wound the lascannon (i was starting to feel sorry for him....... 8))

my turn 4, the attack bikes made it into the tenches, next to his missile team (2 bikes took wounds from the terrain). my lascannon team jumped down from the water tower. the death company moved towards the objective.

my shooting saw a few of his gus die from the missile team......

in combat, the attack bikes take the missile squad down to one man who cause no wounds in return, they flee off the board. in combat with the lascannon guy, i took down the remaining "normal" bike, but the sergeant was obviously getting bored and landed all 3 wounds with his power weapon (cries of joy coming from the DA player )


his turn 4 - the scouting bikes arrive! he rolls a 6 for their table edge which meant they could come on wherever he liked. he chose next to the water tower and moved forward to engage the death company. his rhino parks itself next to my "ex-rhino".

he immobalies my remaining rhino with a melta gun. his ravenwing command guys destroy the death company with their shooting (with plasma guns now ignoring feel no pain - about time too!).

he charges the chaplain with his bikes. the chaplain was not happy with the loss of his death company and killed 2 of the bikes before they could strike. the ravenwing sergeant lands 2 wounds and my chaplains faith faltered for but a second and he suffered 1 wound. the ravenwing bike dies to the extra "fearless" saves.

my turn 5 saw me disembark my remaining rhino and having both squads move to engage the dark angel rhino.

my lascannon team destroyed the rhino and the combat squads charged the squad - loosing a couple of men each.



we called game there as he had nothing left and i had 3 squads on the objective.

By the way - i know that blood angel list is a bit harsh, but me and this guy have a long standing rivalry. my grey knights have never beaten his tyranids and his dark angels have never beaten my blood angels - we like to kep challenging each other


well, my thoughts on 5th so far:

1) it makes the game run a lot smoother (with the cover rules etc)

2) vehicles can be absolutely nails, or crumble to a nasty look (i'm not looking forward to distruption pods or holo-fields)

3) the wound allocation system makes quite a bit of sense and doesnt really slow the game down. it is now a tactical decision to run the risk of using smaller squads (i lost a powerfist to a rhino exploding for example)

4) i have only found one RAW hic-up so far....... perils of the warp is now an automatic wound with no armour saves allowed (it states that you may take inv saves). as the Farseer ghosthelm is not defined as a save, you can argue that they get a 3+ followed by an inv of 4+ to ignore perils of the warp (i even said in the store that i wouldnt use it, but it did make me giggle)

5) for all the dark eldar fans - check out the artwork in the book, i'm told it is what they are basing the new models on. needless to say......... 8)
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Old 06 Jun 2008, 09:15   #2 (permalink)
Ethereal
 
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Default Re: battle report - 5th edition blood angels vs dark angels

Nice batrep, real treat to read, and interesting seeing 5th in action.

Quote:
4) i have only found one RAW hic-up so far....... perils of the warp is now an automatic wound with no armour saves allowed (it states that you may take inv saves). as the Farseer ghosthelm is not defined as a save, you can argue that they get a 3+ followed by an inv of 4+ to ignore perils of the warp (i even said in the store that i wouldnt use it, but it did make me giggle)
Why is this a Raw hiccup? Makes sense the farseer's are very well protected, plus we had to suffer the instagib perils :
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Old 06 Jun 2008, 09:19   #3 (permalink)
Shas'Vre
 
Join Date: May 2007
Location: UK
Posts: 1,165
Default Re: battle report - 5th edition blood angels vs dark angels

Quote:
Originally Posted by Rafe
Nice batrep, real treat to read, and interesting seeing 5th in action.

Quote:
4) i have only found one RAW hic-up so far....... perils of the warp is now an automatic wound with no armour saves allowed (it states that you may take inv saves). as the Farseer ghosthelm is not defined as a save, you can argue that they get a 3+ followed by an inv of 4+ to ignore perils of the warp (i even said in the store that i wouldnt use it, but it did make me giggle)
Why is this a Raw hiccup? Makes sense the farseer's are very well protected, plus we had to suffer the instagib perils :
its just worded strangely, thats all. it made me feel kind of guilty (especially as a fortuned eldrad now makes 3 3+saves against perils of the warp)


plus if you want to read like retard, walkers can assault after they run. but that takes some serious wording misreadery.


but anyway:

Quote:
Originally Posted by Rafe
Nice batrep, real treat to read, and interesting seeing 5th in action.
:funny:



EDIT: forgot to add things like the 6" pile in move you can now make when charged. that is the reason i had the death company in combat when the 2 combat squads charged them.

that flanking move is VERY usefull for all those people who have scouting/infiltrating models

EDIT 2: i must find some purity seals for that lascannon marine
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