The shop in Laramie, WY that I used to play at all the time before I moved an hour away to Fort Collins, CO, had a tournament and I decided to attend, since I’m friends with most of the guys that play down there, and I needed to go to Laramie anyways.
A grand total of 6 people decided to show up to the tournament. We had been hoping for around 10-14 to show up, so it ended up being somewhat of a flop. But, we all wanted to play anyways, so we decided to go for it. In attendance, there were three different Imperial Guard players, 2 chaos marines, and myself playing my antiquated but not yet downtrodden Blood Angels.
Here’s the list I brought:
HQ: (300 total points)
Dante (200)
Brother Corbulo (100)
TROOPS: (660 total points)
Tactical Squad (290)
Tactical Squad
5 additional marines
Melta Gun
Missile Launcher
Power Fist
Rhino
Extra Armor
Tactical Squad (190)
Tactical Squad
Melta Gun
Power Fist
Rhino
Assault Squad (180)
Assault Squad
Power Fist
No Jump Packs
Free Rhino
Extra Armor
ELITES: (540 total points)
Death Company (160)
8 death company (4 'free')
8 Jump Packs
Veteran Squad (380)
9 Veterans
2 Melta Guns
3 Dual Lightning Claws
Melta Bomb
No Jump Packs
Free Rhino
Extra Armor
FAST ATTACK: (250 total points)
Attack Bike Squad (100)
2 Attack Bikes w/ Multi-meltas
Attack Bike Squad (100)
2 Attack Bikes w/ Multi-meltas
Attack Bike Squad (50)
1 Attack Bike w/ Multi-melta
HEAVY SUPPORT (250 total points)
Baal Predator (125)
1 Baal Predator
Heavy Bolter Sponsons
Baal Predator (125)
1 Baal Predator
Heavy Bolter Sponsons
2000 Points Total
I played a very similar list to this at BoLS Con earlier this summer, and came 7th overall. The main difference was that I took out an 8-man Veteran squad w/ 2 meltas and 3 PF in a rhino, and added the Baal Predators. The main reason I added the Preds was that I was getting bored of ONLY rhino-rush, and decided I could stand to have some shooting in the army. I figured it would make my overall army softer, but in the pursuit of fun, I decided to take them anyways.
Game 1: Blood Angels vs. Rain’s Imperial Guard!
My opponent was actually a guy who also decided to come down from Fort Collins to play, and he brought Imperial Guard with inducted Sisters of Battle. Here’s his list (in general, I didn’t keep any armylists):
Commisar Yarrick
Cannoness w/ Eviscerator, invulnerable save item
10 Celestians w/ HF, Eviscerator, Book of St. Lucius, Chimera
10 Battle Sisters, w/ Eviscerator, Book of St. Lucius, meltas or flamers?
10 Battle Sisters, w/ Eviscerator, Book of St. Lucius, meltas or flamers?
10 Veterans w/ 1 flamer
Infantry Platoon Junior Command Squad w/ nothing on them
Infantry Squad w/ flamer
Infantry Squad w/ flamer
Annoying Marbo
5 Storm Troopers w/ 2 Melta guns
Leman Russ (vanquisher? 1 S9 shot at BS 2d6 armor pen, las cannon, 2 plasma cannons) w/ Pask
Vendetta
Vendetta
Vendetta
It was a fairly interesting list, and I knew that Yarrick could be a pain in the ass. The Vendettas would be a pain, if he used them correctly. I wasn’t certain how effective the Sisters could be, since it’s one of the rare armies that I haven’t had much of a chance to play much against.
Scenario:
Standard 12” deployment, Night Fight on the first turn.
Primary: There would be a total of 4 objectives this game, but there was a twist- each player’s objectives would be deepstriking at the end of turn 2. The players could choose where they wanted their objectives to deepstrike to.
Secondary: Kill opponent’s highest point HQ
Tertiary: Don’t allow your opponent to control ANY objectives by the end of the game
Pregame thoughts: Wow, I did NOT want to play against this army with these objectives. He could just deepstrike his objectives into a single corner and deny me the ability to claim any of his own, while using the vendettas to contest my own objectives. I needed to threaten both corners as fast as I could.
Deployment: He won the roll and decided to let me go first. I combat squadded my missile launcher tac squad, and put the missile launcher in the middle of the table, on top of a big temple. To the left of the temple, I bunkered my rhinos, with 2 Baal Predators on the flanks and a single 5-man tac squad in the middle, the veteran rhino and other two troop rhinos sitting behind the predators. Death Company set up spread out amongst the tanks. 2 Attack Bikes I placed on my far left flank, 2 on my far right, and 1 behind all the tanks.
He placed the LR on the back of his board edge, slightly to the left of my forces. The Sister rhinos he placed 12” up, also to the left of my forces, and the Chimera holding Yarrick, the Cannonness, and Celestians to the right of them. He held all 3 Vendettas in reserve, and placed his junior officer squad in his far left corner. He decided not to seize the initiative, so I began my turn.
Turn 1- Blood Angels:
I moved everything forward, and popped smoke on my Baal Predators and front troop squad. The two bikes on the left decided to only move 12” up and take a pot shot at the far left sister’s rhino, which they somewhat surprisingly wrecked. The two bikes on the right turbo-boosted straight forward.
Turn 1- Imp/Sisters:
He moved everyone forward and popped smoke, except for the sister who were wrecked, who stayed where they were. Pask tried to shoot, but failed his sight test. The wrecked sisters shot at the bikes that had turbo-boosted to the right (about 23” off) and scored 5 wounds with 9 boltgun shots. I proceeded to fail 4 saves, and suddenly I had no threat to my right flank.
Turn 2- Blood Angels:
Everything moved forward, my two tactical squad rhinos moving up to fire 6” at the remaining sister rhino. The veterans moved to take a 6” melta shot at his chimera, and Dante also moved up within 6” of the chimera to shoot his melta. The Baal Predators both got OCE and moved the full 12”, the right one toward the right, and the left one straight toward Pask. The original 2 melta bikes moved forward another 12” toward Pask, but still close enough to shoot at the rear armor of the sister’s rhino.
3 multi-melta shots, 4 melta gun shots, 1 missile launcher shot, and 8 assault cannon shots later, neither the rhino nor the chimera had been harmed in any way. I had forgotten about the sister rhino’s ‘ninja smoke’ that only allows glancing hits.
I decided not to charge the Death Company into the chimera, since I didn’t want them to get demo-charged by Marbo. The celestians would have to get out next turn, or die, since I had enough melta to force them out. Death Company would be able to react to just about any squad moving around, and my Veterans were in the rhino ready to charge out in reaction to either mounted squad.
Turn 2- Imp/Sisters:
He rolled for reserves, and got a Vendetta, Marbo, and the stormtroopers.
The stormtroopers he deepstruck behind a rhino, getting a direct hit on his scatter die. The vendetta came in on my left side, in the corner, only moving 6” on. Marbo predictably appeared behind the Death Company.
He disembarked his Celestians w/ Cannoness and Yarrick, and prepared to charge my veteran rhino w/ Corbulo, as well as my Baal Predator on the right. His forcibly-disembarked Sister shuffled backwards, for some reason shying from the fight. His other sisters stayed in their rhino, to double-tap from the inside.
Shooting killed the leftmost Baal Predator (Pask), the rightmost Baal Predator (Vendetta), a rhino in the back (Stormtroopers), and 3 Death Company (Marbo). He assaulted my veteran rhino, and exploded it, killing NOBODY, but putting a wound on my lone attack bike in the middle.
-Interlude-
We then deepstruck our objectives. I put both of mine close to my ‘sniper’ tactical combat squad, and he put one objective down in the far corners of his deployment zone (one far right-back, one far left-back). This was great news for me, since I had almost no presence on the right, and would have been hard-pressed to get ANYTHING to that corner in time to contest it. On the left, I had a chance, however.
Turn 3- Blood Angels:
I disembarked a 5-man tactical squad, preparing to slaughter the Stormtroopers. The veterans moved in anticipation of fighting the Celestians, and the Death Company w/ Dante moved to kill the final rhino. The two meltabikes moved to within 1” of Pask, ready to kill him, and my assault squad zoomed their rhino over toward my objectives, to help support the 5-man tac squad holding both of them. My lone melta bike moved toward his Vendetta, just outside of 12” range.
Shooting didn’t do much. All 3 of my Meltabike missed, though Dante did manage to explode the Sister’s rhino, killing 2 in the explosion. The veterans shot up the Celestians, killing 1. Time to charge.
Dante was my hero, killing 6 of the Sisters. Death Company attacked afterwards, causing only 11 wounds on the remaining two sisters, none of them rending. He then saved all 11, and refused to break due to the Book of St. Lucius. On the right, he used his book to make his entire squad’s saves invulnerable. I still managed to kill 7 Celestians, and Yarrick, for a single wound back. They pass their Ld 10 stubborn roll. My tac squad charged and murdered the 5 poor stormtroopers. Melta bikes charged Pask and stunned him.
Turn 3- Imp/Sisters:
He rolled and got both his other Vendettas in, one on my right, one on my left. The one on the right predictably sat on his objective, and his left one moved 12” toward my objectives, about 12” from them. The other left one moved slightly, getting ready to shoot. Yarrick rolled to see if he gets up and… didn’t! YES! His sisters and junior command squad continued to huddle in some ruins on the left, for some reason. I think he was planning on having them hold his leftmost objective.
His shooting killed my lone melta biker, and immobilized a random rhino. Whose rhino? I don’t really remember.
In assault, Death Company/Dante caused another 13 wounds, and he saved all but 1, but his Sister w/ the Book of St. Lucius survives. They cause zero wounds back, fail their stubborn 9 Ld and I catch the sisters. My veterans continued to fight the Celestians, who rolled to stay invulnerable, and did. I killed zero sisters and inflict zero wounds this round, despite wounding about 15 times. He rolled and killed 4 Veterans. I roll and… get a 3 on my Ld. Whew! My 2 bikes hit Pask, who was forced to stand still, and destroyed him with Krak Grenades!
Turn 4- Blood Angels:
Death Company moved toward the remaining Sister squad, ready to assault them. Melta Bikes move to assault the junior command squad, behind them. My assault squad got out of their rhino, ready to assault the Vendetta threatening my objectives. A tac squad moved toward the same Vendetta in their rhino, disembarked, and ready to shoot melta.
Shooting… failed. I missed every shot. In assault, against the Vendetta I whiffed everything.
The Bikes killed all of the junior officers, and Death Company killed every single Sister in the squad. The Veterans finally did well, finishing the pesky Cannoness and her other 2 celestians.
Turn 4- Imp/Sisters:
He moved one Vendetta toward my objectives, contesting one of them. The other Vendetta he moved toward his own objective near the corner, for 23” of movement. No real shooting, since he wanted his flat-out saves.
Turn 5- Blood Angels:
Death Company and Bikes in the corner converge on the Vendetta on his objective. At my objective, all of my troops prepare to shoot down his Vendetta and assault.
Dante and the Bikes missed their shots, and so does every melta near my right side. My missile launcher shoots and… WRECKS the Vendetta. Whew! He places his troops in a way that I can’t assault them but they can still move to contest both objectives next turn but then I remember- he has to see if he was pinned! He rolls and gets an 11- stuck where he is. In combat the Death Company/Dante/bikes whiff every attack, and it’s his turn.
Turn 5- Imp/Sisters:
He disembarks his veterans on the left, and shoots at Death Company, trying to take them off his objective, and failing.
We roll to see if the game ends- and it does. 2 Objectives to 1- Blood Angels.
Results: Win for the Blood Angels- 35/45 points (25 for Primary, 10 for Secondary, 0/10 for Tertiary)
Well, I was happy to see that I had won the stupid thing after I thought I’d be playing for a Tie the entire game. Still, it was a little frustrating to play a scenario that I couldn’t EVER contemplate getting the tertiary.
Game 2: Blood Angels vs. CJ’s Imperial Guard!
Well, my friend CJ is a pretty good tournament player, though he had brought an army that was entirely experimental this tournament. Here’s what he had (to the best of my recollection):
Company Command squad w/ 4 Plasma Guns, 1 Plasma Pistol, Astropath
Captain al’Rahem w/ command Squad
8 (or 9?) Chimeras w/ HB, AC, Troops had missile launchers or Las Cannons
Leman Russ Battle Tank w/ Las Cannon
Leman Russ Battle Tank w/ 3 Heavy Bolters
Gryphon
10 Storm Troopers w/ 2 plasma guns, inside a Chimera
2 Armored Sentinals w/ Las Cannons
Random smattering of Commissars
This army had tabled my friend who plays a really tough Plague Marine army in 4 turns. It was no joke, he had way too many S5/S6/S8/S9 shots available. No melta, ironically enough.
Scenario:
Standard 12” Deployment again, Nightfight again
Primary Objective: We placed a single objective in the center of the table. This objective was called the ‘git’ and he had stolen the keys, and we needed them back. Every player turn, he moved 2D6 in a direction determined by a scatter dice. If we rolled a ‘hit’ result, the rolling player got to choose the direction. Whoever controlled the git at the end won. If we wanted to kill the Git, we had to roll 6’s to hit, no roll to wound, but he had a 2+ invuln. save
Secondary: Kill the opponent’s highest point HQ
Tertiary: Ensure that the git is alive, and control him (it seemed a bit redundant, to have to control him by the end again)
Deployment: I won the roll and decided to let him go first- it was night fight again, and I wanted him to waste a round of shooting. I also wanted the advantage of rushing the objective in the final turn. So he deployed everything except for al’Rahem, and 4 other Chimeras. He also kept the Stormtroopers in reserve. His two russes he kept at the ends of his gunline, with his chimeras all in between the two.
I deployed everything between two buildings in the center of the board. I had decided there was no way that I could kill even close to all of his army, and I needed to distract him and hopefully get the jump on the objective at the end of the game.
Turn 1- Guard:
The ‘git’ jumped directly toward HIS table edge 7”.
He tried to shoot everything and failed to see anything of mine, and the guys that saw me, failed to do damage.
Turn 1- Blood Angels:
The ‘git’ jumped back my direction 9”, still roughly in the center of the table.
I moved everything forward. In the very center of the table there were a cluster of buildings, and I decided to bunker down here, on top of the objective. I kept my Baal Predators on the outside, blocking all shots coming in at me, and popping smoke on them and a single rhino. I ran Death Company up 6”, and they spread out, ready to take incoming tank fire. The melta bikes turbo-boosted on either flank of mine, ready to melt some russes.
Turn 2- Guard:
Both of his reserves came in- the stormtroopers on the left side and Al’Rahem w/ his 5 chimeras on the right side. Everything else stays still.
The ‘git’ decided to move more closely under my control, moving 5” more to my side, fully within the bunker now.
Shooting commences at my bikes first. The bikes on the left, shot at by the Stormtroopers and a single Multi-laser, took 4 wounds and… 2,2,2,2 it up, and die extremely annoying deaths. The lone bike in the middle met a similar fate. On the right, he shot all the multi-lasers at the bikes on the right, and only managed to kill one of them. All other fire was directed into rhinos and Baal Predators, and when the smoke cleared, only one assault cannon turret had been blown off.
Turn 2- Blood Angels:
The ‘Git’ moved another 3” under my control.
I moved Death Company up, ready to assault a Chimera. Everyone else stayed in the bunker. Note that I HAD planned on moving my Veteran squad up outside the bunker as well, ready to assault next turn. I forgot though. I DID move a random 5-man tactical squad up on the right flank though, popping smoke. They had an important mission to accomplish.
Not much shooting accomplished anything, Dante having missed yet again with his BS5 meltagun. In assault they wreck a random Chimera, and 7 of the crew get vaporized, but the rest of them hold on all moral checks, and Death Company is looking into the face of a LOT of shooting next turn.
Turn 3- Guard:
The ‘Git’ moved 11” away from me, toward Al’Rahem’s side of the board. Dangit!
He shot at Death Company with everything he had, and his VERY last shot ended up frying Dante himself. Dangit! The stormtroopers on the left shot and destroyed a Baal Predator. On the right, my last meltabike bit the dust as well.
Turn 3- Blood Angels:
The ‘Git’ moved another 5” in the direction of Al’Rahem’s Chimera.
I moved my entire line, trying to protect the ‘git’, knowing it’s useless. I disembarked my 5-man tactical squad, and moved it into range of a Chimera that hadn’t moved last turn (and more importantly, had . My Veteran squad with Corbulo moved forward in the direction it should have gone the turn before, and popped smoke.
The tac squad melta missed, predictably, and they charged the Chimera, and randomly, the two Armored Sentinals (I figured I didn’t feel like getting shot to death next turn clustered up against a Chimera like that). They blew up the Chimera, which held the Company Command Squad, and win combat against the walkers, but of course the Sentinals just pile in, doing no damage.
Turn 4- Guard:
The ‘Git’ moved a little bit toward my line, but not much at all.
This was the turn he spent shooting my Veteran Rhino, and hardly scratched the paint. I rolled 5 cover saves in a row vs. Penetrates, and the shots that did get through he rolled 1’s or 2’s.
Turns out S5 and S6 isn’t the best for popping rhinos. He also destroyed my Baal Predator on the right, and moved Al’Rahem himself up, getting ready to assault next turn.
Turn 4- Blood Angels:
The ‘Git’ moved downward, away from me.
I moved my rhinos 6”, getting a few good shots at a couple Chimeras on the right side. The Veterans ran out, and got ready to assault the Company Command Squad, and the surviving 3 from the other already destroyed Chimera, and another random Chimera in range.
In Combat, the Veterans tore the CCS a new a-hole, and crushed the chimera. The tactical squad killed a Sentinal, for no losses.
Turn 5- Guard
This would be our last turn, since his shooting phases had taken so freakin’ long, lol.
The ‘Git’ moved further away from both of us, downward.
He moved a couple Chimeras up to contest the ‘git’, one of them full of an infantry squad, with a Commissar.
His shooting didn’t do a whole lot, killing about 5 veterans, and denting a couple random rhinos. He assaulted with Al’Rahem against my 5-man tactical, and killed nothing, and my tactical whiffed and also killed nothing.
Turn 5- Blood Angels:
The ‘Git’ moved 3”, and stayed under the bootprint of the chimeras he had moved on top. Shite.
I moved everyone out of the rhinos, and prepared to charge and destroy 2 chimeras and 11 guardsmen with an assault squad and 5-man tactical squad, in one round.
Shooting, my melta was able to destroy the guardsmen’s chimera. And in assault… I failed. I killed the majority of the unit, but not enough, and they were stubborn with the Commissar there.. As a sidenote, Al’Rahem went crazy and killed every single remaining Tactical marine. Not that it mattered much, at that point.
Results: Draw for Blood Angels, 25/45 points on the mission (I got the secondary, of killing the highest point HQ).
I really thought I could win this, simply because he was afraid of getting inside my ‘bubble of death’ and was happy to sit there. What I should have done, is kill the stupid ‘Git’ as soon as it was in my territory, so that I could just hide in my bunker til the game ended. But, in the spirit of ‘fun’ I decided not to, and it really did end up biting me in the ass. The good news for me, however, was that I didn’t have to play in the ‘championship’ round, and would get paired down.
Game 3: Blood Angels vs. Austin’s Chaos Space Marine Horde of doom
Well, I was happy with my pairing. Austin is a pretty new player, and I’ve never really had the opportunity to play against him, so it was somewhat exciting to play against him. Here’s his list, roughly:
Chaos Lord w/ Khorne Demon Weapon and Terminator Armor
Chaos Lord w/ Khorne Demon Weapon and Power Armor
10 Berzerkers
10 Berzerkers
10 Chosen w/ Power Fist Champ, extra Power Fist, Melta Gun, Rhino
10 Chaos Marines
5 Possessed (who got Feel No Pain)
10 Havoks w/ 1 Las Cannon, 3 Heavy Bolters
Defiler w/ Autocannon, Heavy Flamer
And that’s it. It was a somewhat classic Horde of power armor.
The scenario:
Standard 12” deployment.
Primary: Kill Points
Secondary: Kill your opponent’s highest point HQ
Tertiary: Keep your highest point HQ alive
We rolled for setup, and I let him set up first. I wanted to spread him out as much as I could, since he didn’t have much maneuverability.
He set up on a side with a fence (the only real cover that applies to this battle report). His Havoks on the left side hid behind the fence, with the Chosen Rhino behind it ready to charge forward. To their right, the squad of 10 Berzerkers w/ terminator Lord hung out. Next was the defiler, next was the next Berzerker squad w/ the power armored Lord, next to 10 Chaos Marines, and at the very end were the 5 Possessed.
I castled up on the left side, directly across from the Havoks and Chosen rhino. The Baal Predators were up the whole way, with the rest of my rhinos behind them. The bikes I placed on my flanks, as usual.
I then rolled to sieze the initiative and… 6! Wow, got it. Time to do something with it.
Turn 1- Blood Angels:
I edged my rhinos/ predators up. The melta bikes also moved up and prepared to shoot at the Chosen rhino and defiler.
My shooting was useless, missing every single shot (the assault cannons hit, but failed to roll even a 5 to glance)
Turn 1- Chaos
He moved everyone up, getting a 6 for fleet on his Defiler, and suddenly he’s way too close already. As in, charge my Melta Bikes too close.
His shooting didn’t really do a whole lot, but his Defiler did charge one of my melta bike squads, killing only 1. That was a sad thing for me, since now I couldn’t shoot at it, and next turn he’d wipe the poor bike out.
Kill point count:
Chaos- 0
Blood Angels- 0
Turn 2- Blood Angels:
I jumped the Death Company up to the Defiler, ready to charge the thing and rend it to death. On my left, I moved my assault squad rhino and my 5-man tactical squad rhino up, getting ready to melta his Chosen Rhino. My rightmost Baal Predator moved 12” behind the defiler, blocking off the 10-man berserker squad who would normally be in assault range of the Defiler next turn. I needed to buy the Death Company some more time.
My only shooting triumph was killing the Chosen rhino.
In assault, the Death Company hit almost every time, but rolled only two 6’s for rending, and failed to penetrate the defiler. He squashed my poor remaining bike.
Turn 2- Chaos:
He moved forward again. The chosen, who were in range of my leftmost melta bikes, shot at and killed both easily.
In assault, his leftmost berzerkers charged a rhino who had moved 12”, and whiffed. His rightmost berzerkers assaulted the Baal Predator blocking them, killing it. And in the defiler combat, the Death Company remembered who they were and gutted the Defiler with ease.
Kill point Count:
Chaos- 3
Blood Angels- 2
Turn 3- Blood Angels:
I disembarked my veterans, assault squad, and 5-man tactical squads. Dante joined the Veterans. The Death Company jumped to the right, preparing to dual-assault the normal Chaos Marines and the Possessed. My veteran rhino moved up and again blocked the rightmost Berzerkers w/ lord from getting into combat.
I didn’t shoot anything, as I wanted to make sure I was in combat range.
In assault, the assault squad and tactical squad managed to kill every chosen, for a single loss of the assault squad. They consolidated towards the Havoks. The veterans charged into the Berzerkers w/ Lord. Dante single-handedly killed the lord before he could strike, and the Lightning Claws w/ Preferred enemy and Furious Charge killed all 10 Berzerkers. They consolidated back a little bit. The D-co made a fine mess of the Chaos Marines and Possessed, killing 4 Possessed and 2 Marines for 2 losses. The marines fled combat, but the final possessed passed all it’s no retreat saves, and I couldn’t pursue.
Turn 3- Chaos:
The chaos marines rallied, but couldn’t get back into combat this turn. The berzerkers moved toward the Veterans, but couldn’t get into combat.
The Havoks shot at my assault squad, killing 2 more, leaving only 2 left. In assault, the Berzerkers failed to hurt my fast-moving rhino. The D-co killed the possessed easily.
Kill point Count:
Chaos- 3
Blood Angels- 6
Turn 4- Blood Angels:
I move my tactical squad and assault squad up to the fence, and get ready to charge some havocs. Death Company get ready to charge the Chaos Marines. Veterans w/ Dante and Corbulo get ready to charge the berzerkers.
Again, no shooting to be had.
In assault, my tactical squad rolls a 1 and a 2 to assault, leaving my assault squad high and dry against the havocs. Death Company again kill their prey, but too far away to really get into the rest of the game on the other side of the board. Dante again kills his Lord before he can strike, and the Lightning Claws do their thing again and kill all 10 Berzerkers. My assault marines, at the top, fail to kill a single Havoc (outside the bubble range of Dante/Corbulo) and he kills both in return.
Turn 4- Chaos
He shoots at my tactical marines, and fails to kill them all. With the Havoks as the only models he has on the board, and Dante ready to jump in next turn, we call it a game.
Kill Point Count:
Chaos- 4
Blood Angels- 9
Results: Massacre to the Blood Angels, 45/45 points received.
Well, that went pretty well. I thought maybe I was in trouble when I couldn’t kill his Defiler two turns in a row, but once Death Company woke up, they really went on a tear and killed a large portion of his army. Lightning Claw veterans are SO deadly too, it’s really just insane how well 3 marines can do against even berzerkers when they’re backed up with re-rolls everywhere. Dante even pulled his weight this game, killing two Chaos Lords with his I6 on the charge. He rarely if ever takes out his points in a game.
Things I learned:
Imperial Guard can be NASTY. I already knew that, but my friend’s shooting phases lasted so long… there was just so much shooting to be had. It makes me a little sick. I had no way to fight an army like that, except in the way I did.
Baal Predators, while fun, are really not that great as they are right now. The assault cannon has a rough time popping tanks at all, and with almost every army being mech these days, they don’t really find many ‘soft’ targets to bite into.
Foot-slogging marines don’t work too well. I’ve always wondered how they would do, but I’m convinced that mech, at least in this edition, is king.
In the end, I ended up winning best overall, since my Imperial Guard friend from game 2 ended up losing to the guy I played in game 1. I got $40 store credit, so I bought a Chimera for my up-and-coming Imperial Guard army, and saved the rest.
Thanks for reading my battle report, if you have any questions, feel free to ask.
1 comment:
Once again my IG snatched almost defeat from the jaws of victory.
FOR THE EMPEROR!
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