Warhammer 40,000 Battle Report #26 – Blood Angels vs Orks
We’ve
got another bloodbath for you on Stulte Mors today, as the Blood Angels and
Orks continue their bitter rivalry. Let the call sound forth; the Angels of
Death are marching to war!
Army Lists
Blood
Angels 4th Company
Blood
Angels – 2,000
HQ
Chaplain:
WARLORD (Red Rampage), Jump Pack
TROOPS
Tactical
Squad: five additional Space Marines; Heavy Flamer, Flamer, Veteran Sergeant
with Combi-Flamer and Power Fist,
Rhino transport
Tactical
Squad: Plasma Gun, Razorback transport with Lascannon and Twin Plasma Guns
Tactical
Squad: Plasma Gun, Razorback transport with Lascannon and Twin Plasma Guns
ELITES
Death
Company Squad: five additional Death Company; Jump Packs, 1x Thunder Hammer and
Boltgun
Furioso
Dreadnought: Frag Cannon, Power Fist with Heavy Flamer, Drop Pod transport with
Deathwind Missile Launchers
FAST
ATTACK
Assault
Squad: five additional Space Marines; 2x Meltagun, Veteran Sergeant with Power
Fist
Assault
Squad: five additional Space Marines; 2x Meltagun, Veteran Sergeant with Power
Fist
HEAVY
SUPPORT
Vindicator:
Overcharged Engines, Siege Shield
Baal
Predator: Twin Assault Cannons, Heavy Bolter Sponsons, Dozer Blade
Baal
Predator: Twin Assault Cannons, Heavy Bolter Sponsons, Dozer Blade
Waaagh!
Gorfang
Orks
– 2,000
HQ
Warboss:
Mega Armor with Power Klaw and Twin Shootas, Da Lucky Stikk, Attack Squig, Bosspole
TROOPS
Ork
Boyz: two additional Ork Boyz; Boss Nob with Power Klaw and Bosspole, Trukk
transport with Rokkit Launcha, Reinforced
Ram, and Boarding Plank
Ork
Boyz: two additional Ork Boyz; Boss Nob with Power Klaw and Bosspole, Trukk
transport with Rokkit Launcha, Reinforced
Ram, and Boarding Plank
Ork
Boyz: two additional Ork Boyz; Boss Nob with Power Klaw and Bosspole, Trukk
transport with Rokkit Launcha, Reinforced
Ram, and Boarding Plank
Ork
Boyz: two additional Ork Boyz; Boss Nob with Power Klaw and Bosspole, Trukk
transport with Rokkit Launcha, Reinforced
Ram, and Boarding Plank
ELITES
Meganobz:
two additional Meganobz; 2x Kombi-Skorcha, Battlewagon transport with Reinforced Ram, Boarding Plank, and 2x Big
Shoota
Tankbustas:
ten additional Tankbustas; 3x Bomb Squig, Boss Nob with Power Klaw and Bosspole
FAST
ATTACK
Stormboyz:
ten additional Stormboyz; Boss Nob with Power Klaw and Bosspole
Deffkoptas:
three additional Deffkoptas; 4x Twin Rokkit Launchas
Deffkoptas:
three additional Deffkoptas; 4x Twin Rokkit Launchas
HEAVY
SUPPORT
Battlewagon:
Killkannon, 2x Big Shoota, Reinforced Ram, Boarding Plank
After-Action
Review
When
the smoke cleared at the end of my second turn, neither of us could really wrap
our head around what had just happened. I moved my models on the table, and had
a moment when I realized that he was going to take absolutely no damage from me
in the first turn. I knew then that I was in serious trouble, and that the game
was most likely about to take a turn for the worse for me.
After
his shooting, I was reminded of how much more resilient AV10 vehicles feel now,
yet I know that I still walked away with more survivors than I should have.
That low roll on the damage for the Warboss’s ‘Wagon was a huge help for me,
because he was able to pile out and remove that nasty Death Company squad in
one fell swoop. I don’t know that anything else in my army could have pulled
those guys down, and when I realized how short the charge had to be (7”, plus 2
for the Plank), I thought I had a pretty good chance if I called the Waaagh! As
it turned out, that went down as one of the most brutal second turns ever.
Trukk
Boyz are so much faster than they seem to be at first glance, and it makes them
excellent shock troopers for flanking maneuvers and other end-around types of
attack. I was pleasantly surprised with their performance, and I think I’ll
probably be trying to squeeze in a couple of them in most of my games as
outriders and general nuisance-causers.
I
do think my opponent would have been served better by patiently waiting deeper
in his deployment zone, though this is purely hindsight. When he made his moves
I thought that I was in serious trouble, and I was surprised at how much
actually survived. If those Death Company had waited just a tad further back, I
know they could have pushed the issue in later turns. I’m not sure they had any
business fighting the Meganobz, even on the charge, but I KNOW they would have
had no issue dealing with anything else in my army at no cost to themselves.
Let us have it, armchair generals! Where did we go wrong? Give us
your insight on the game in the comments below.
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