Warhammer 40,000 Battle Report #57 – Blood Angels vs World Eaters
The
Long War is heating up, with another new faction throwing in their lot today!
The Blood Angels launch an assault against the World Eaters, finding an abattoir
that was once a city. Can they recover the ruins for the Imperium of Mankind?
The Armies
Knights
of Baal
Blood
Angels – 2,000
Combined
Arms Detachment
HQ
Sanguinary
Priest: WARLORD (Strategic Genius)
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
FAST
ATTACK
Space
Marine Bike Squad: five additional Space Marine Bikes, Attack Bike with
Multi-Melta; 2x Grav-Gun, Veteran
Sergeant has Power Fist
Assault
Squad: five additional Space Marines; 2x Meltagun, Sergeant has Power Maul
Assault
Squad: five additional Space Marines; 2x Meltagun, Sergeant has Power Maul
HEAVY
SUPPORT
Devastators:
five additional Space Marines; 4x Lascannon
Devastators:
five additional Space Marines; 4x Plasma Cannon
Land
Raider Crusader
The
Tithe
World
Eaters – 2,000
World
Eaters Butcherhorde
Demon
Lord
Demon
Prince: Demon of Khorne, Power Armor, The Berserker Glaive
Maelstrom
of Gore
Kharn
the Betrayer: WARLORD (Eternal Hatred)
Khorne
Berserkers: three additional Berserkers; Skull Champion has Power Fist
Khorne
Berserkers: three additional Berserkers; Skull Champion has Power Fist
Khorne
Berserkers: three additional Berserkers; Skull Champion has Power Fist
Khorne
Berserkers: three additional Berserkers; Skull Champion has Power Fist
Helforged
Warpack
Warpsmith:
Mark of Khorne, Talisman of Burning Blood
Maulerfiend
Maulerfiend
Maulerfiend
The
Lost and the Damned
Dark
Apostle: Mark of Khorne
Cultists:
Mark of Khorne
Cultists:
Mark of Khorne
Cultists:
Mark of Khorne
Cultists:
Mark of Khorne
After Action
Review
The
new Blood Angels list is a much improved version of what I played against with
my Necrons a week ago. Honestly, I can’t even tell it is the same list! Other
than a handful of units, the list is completely changed. They were able to
maneuver into play and deal punishing damage to my World Eaters throughout the
game, and it was everything I could do to keep pressure on them and pin them from
spreading out across the entire board.
At
the beginning of the game he briefly considered moving everything as fast as it
could along the extreme flank, and in hindsight I wonder if this wouldn’t have
been a better approach. Although he did atrocious damage to the World Eaters
throughout, he may have avoided some of the return carnage by moving himself a
bit further away from my advance.
The
Maelstrom of Gore is an absolutely brutal formation. The additions to their
charge ranges make them a threat that can never be ignored, even when they are
a very long distance from the target. I unfortunately forgot about their Red
Rain rule during the game; if the extra attacks had managed to clear that last
Assault Terminator, I might have been able to keep my Demon Prince in the fight
with the additional aggression. That said, they were the only foe resilient
enough to stand up to the World Eaters; their raw power just tore right through
anything that got in their way.
Kharn
turning himself into a spawn was also a huge bummer; I’ve said it before, and I’ll
reiterate it now. I think the Boon chart is okay, but I think the result should
have more to do with how well you performed in the combat. I think there should
be a VERY small chance of turning into a Prince if you succeed in slaying your
opponent, and a VERY small chance of turning into a Spawn if you fail to kill
them. I think this would be slightly more fluffy, and also reward the Chaos
player more when they do well. That said, I guess Kharn’s butchery was simply
too much for Khorne to bear, and he had to kill the ancient slaughterer before
he grew too powerful!
Kharn
was joined on the bad luck train by the poor Berserkers; although they came
ready to kill, apparently they did so in the nude. I didn’t make many armor
saves, which I can only attribute to their unceasing desire to die in service
to their god. That they did in flying colors, with not a single Berserker
surviving the initial battle. Still, they did their job in holding the Blood
Angels and allowing the cultists to complete their ritual.
This
was a fun return for me, as World Eaters were my first army. I do think the
army might need a bit more shooting, and I’m still unsure of the Warpack. It
works great for Griff’s Thousand Sons, but it went down so easily in this game.
I think it needs some more time though before I cast it out; besides, the
Warpsmith proved to be unexpectedly beefy in melee. Add to that the Berserker
Glaive Prince, and there are a handful of units in this army that can reap
entire squads in one go.
I
am probably going to crunch the numbers on a World Eaters Warband, Bikes look
like they would be a nasty addition to this skull-taking horde of butchers. For
now though, I’m going to give Kharn and his berserkers a few more chances to
revel in the newfound power of the Blood God.
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