Warhammer 40,000 Battle Report #56 – Blood Angels vs Thousand Sons
The
Long War continues today, as the sons of Sanguinius do battle with the
sorcerers that follow Ahriman the Exile. Who will emerge triumphant in this
bloody bunker contest?
The Armies
Knights
of Baal
Blood
Angels – 2,000
Combined
Arms Detachment
HQ
Sanguinary
Priest: WARLORD
TROOPS
Tactical
Squad: Meltagun, Razorback transport with Lascannon and Twin Plasma Guns
Tactical
Squad: Meltagun, Razorback transport with Lascannon and Twin Plasma Guns
ELITES
Assault
Terminators: 5x Thunder Hammer/Storm Shield, Land Raider Crusader transport
FAST
ATTACK
Bike
Squad: five additional Bikes, Attack Bike with Multi-Melta; 2x Grav-Gun,
Veteran Sergeant with a Power Maul
Assault
Squad: five additional Space Marines; Sergeant has Power Maul
Assault
Squad: five additional Space Marines; Sergeant has Power Maul
HEAVY
SUPPORT
Devastator
Squad: five additional Space Marines; 4x Lascannon
Devastator
Squad: five additional Space Marines; 4x Plasma Cannon
The
Seekers
Thousand
Sons – 2,000
Thousand
Sons Grand Coven
War
Cabal
Ahriman:
WARLORD (Princeps of Deceit), Disc of Tzeentch; Tzeentch’s Firestorm, Siphon Magic,
Invisibility, Psychic Shriek, Shrouding
Sorcerer:
Veteran of the Long War, Force Stave; Tzeentch’s
Firestorm, Boon of Mutation, Mental
Fortitude
Rubricae:
five additional Rubricae; Aspiring Sorcerer knows Tzeentch’s Firestorm, Treason of Tzeentch
Scarab
Occult Terminators: Sorcerer knows Tzeentch’s
Firestorm, Treason of Tzeentch, Empyragheist,
Fury of the Gods
Tzaangor
Warherd
Sorcerer:
Veteran of the Long War, Force Stave, Psyker (Mastery Level 3); Tzeentch’s Firestorm,
Boon of Mutation, Psychic Shriek, Shrouding
Tzaangors
Tzaangors
Tzaangors
Tzaangors
Demon
Engine
Maulerfiend
Demon
Engine
Maulerfiend
Demon
Engine
Maulerfiend
Legion
Armory
3x
Chaos Predator: Twin Lascannons
After Action
Review
I
got a great cinematic image as this game was going on. A quiet position, held
by the forces of Chaos. Then, without warning, explosions rained down on them.
Maulerfiends were shredded by incoming fire, and the outer bunker complexes
went up in flame as they were pounded by accurate fire. The Tzaangors scrambled
to defend their positions, reduced to red ruin as bolters cut through their
corrupted forms. Blood Angels were everywhere, breaking through and destroying
the traitor positions with the speed and ferocity for which they are known,
completely unstoppable.
And
then, the veterans of the Long War made their presence known. The damage the
Thousand Sons themselves wreaked was unexpected and fantastic. Their psychic
support has proven them to be insanely dangerous in all of Griff’s games so
far, and I have yet to see any Thousand Sons just crumple up and die. Because
of Invisibility, what had been an unstoppable tide was suddenly rerouted,
unable to scratch the invisible Marines arrayed against it.
That
said, it was just too late. The ferocity of that early attack broke the
Thousand Sons to splinters, and left them in tatters by the time they started
to return the damage. Griff is still working with limited models, and there
just wasn’t enough outgoing damage to stem the fusillade that broke the
fortifications open one by one. I was left to wonder how well it might have
worked if the Scarab Occult and Ahriman had chosen to arrive by Deep Strike in
the enemy back field, using their AP3 Bolters and Psychic Shriek to tear
through the Devastators that made so much impact on this game.
Keep
your eyes open; Ahriman will undoubtedly be back to return this slight against
his ego.
so question, there is a big debt in my area about Ahirman and being on a disk. there are alot of people who think he should be T5 because he is a jetbike now and alot of people who say he should not because it dosent explicitly say he dose. your thoughts?
ReplyDeleteInitially we say no, simply because the Toughness bonus isn't expressly included. That isn't to say GW might not rule the opposite at some point in the future!
DeleteAfter further research, I had my head in a dark crevasse. The rules for Jetbikes do indeed offer +1 Toughness. This is something we will play differently in coming games!
Delete