Warhammer 40,000 Battle Report # 58 – Blood Angels vs Crimson Slaughter
Today
we are returning to the city, with another Cities of Death match-up. Hutch
dusted off his Crimson Slaughter at the mention of Dark Angels returning to my
table soon, and in the meantime ran into a force of Blood Angels from the 3rd
Company. Who will hold the ruins once the sounds of warfare have ended?
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: Thunder Hammers and Storm Shields
FAST
ATTACK
Space
Marine Bike Squad: five additional Bikers, Attack Bike with Multi-Melta;
Veteran Sergeant has Power
Fist, 2x Grav-Gun
Assault
Squad: five additional Space Marines; Sergeant has Power Maul, 2x Meltagun
Assault
Squad: five additional Space Marines; Sergeant has Power Maul, 2x Meltagun
HEAVY
SUPPORT
Land
Raider Crusader
Devastator
Squad: five additional Space Marines; 4x Lascannon
Devastator
Squad: five additional Space Marines; 4x Plasma Cannon
The
Voices
Crimson
Slaughter – 2,000
Black
Crusade Detachment
Chaos
Warband
Chaos
Lord: WARLORD; Mark of Khorne; Juggernaut of Khorne, Chainfist, Lightning Claw
Chaos
Space Marines: Plasma Gun, Rhino transport with Dirge Caster
Chaos
Space Marines: Plasma Gun, Rhino transport with Dirge Caster
Possessed:
Mark of Khorne; Rhino transport with Dirge Caster
Helbrute
Chaos
Bikes: two additional Bikers; Aspiring Champion has Power Axe, 2x Meltagun
Chaos
Terminators: two additional Chaos Terminators; Champion has Power Maul and
Combi- Bolter, 1x Heavy Flamer and
Chainfist, 3x Combi-Melta and Power Axe
Helforged
Warpack
Warpsmith:
Mark of Khorne
Maulerfiend
Maulerfiend
Maulerfiend
Spawn
Spawn:
Mark of Nurgle, four additional Spawn
Spawn:
Mark of Nurgle, four additional Spawn
After-Action
Review
The
Blood Angels looked set to deliver an early trouncing right out of the gate.
They were positioned well with their quickest units, and the Crimson Slaughter
seemed to be locked in some very static positions. I was actually wondering
what they would have that still lived when their reserves finally started
rolling on from the board edge.
Then,
the third turn happened. The Crimson Slaughter laid down an absolute pasting
that turn, and really moved the tide against the Blood Angels in a way they
couldn’t recover from. Their reserve elements showed up perfectly, and it
caught the Imperials in a perfect storm that they struggled to answer. The
early Demon Prince also made a huge impact on the game; without it, I don’t
know if the Crimson Slaughter could have kept from being punched through and
giving up overall board control. With those Grav-Guns still in play, the Lord
and his Bikes could have been in for a much more unpleasant welcoming when they
arrived from Reserve.
All
said, the game was still a close one. I think both armies performed well, which
was to Eric’s credit since his Devastators had such a small chance to impact
the game. We discussed afterward that we need to start building armies in
advance when we’re going to do the specialized missions in Cities of Death.
They just rely on a very modified way of waging war, and take all comers lists
don’t seem to perform as well. Lessons learned!
Stay tuned; the Maelstrom is still heating up for another year of bloodshed and mayhem!
Stay tuned; the Maelstrom is still heating up for another year of bloodshed and mayhem!
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