Opponent: Tyler (Dark Angels)
Mission: Purge the Alien
Deployment: Vanguard Strike:
Warlord Trait: Princeps of Deceit
Warlord Trait: Princeps of Deceit
Azrael
Ezekiel
10 x Tacticals w/Missile Launcher,
Flamer
5 x Scouts w/4 x Sniper Rifles, Missile
Launcher
5 x Deathwing Knights w/Perfidious
Relic of the Unforgiven
5 x Deathwing Terminators w/Assault
Cannon, 2 x Thunder Hammer/Storm Shields, Lightning Claws, Storm
Bolter and Power Fist
5 x Deathwing Terminators w/Assault
Cannon, 2 x Thunder Hammer/Storm Shields, Lightning Claws, Storm
Bolter and Power Fist
Dreadnought w/Drop Pod
For the first game of the new league, I
had my first fight against any of the 6th edition codexes.
And against the most recent of them, too! I'd flipped through
Codex: Dark Angels, so I had some idea of what to expect, but you
never really know an army until you fight it on the battlefield.
My own cadre consisted of the
following:
Shas'El w/Twin-Linked Missile Pod,
Airbursting Fragmentation Projector, Hard-Wired Multi-Tracker
Blood Angels Captain w/Jump Pack, Power
Sword
2 x XV8 w/2 x Plasma Rifles, 2 x
Missile Pods, 2 x Multi-Trackers
2 x XV8 w/2 x Plasma Rifles, 2 x
Missile Pods, 2 x Multi-Trackers
2 x XV8 w/2 x Twin-Linked Missile Pods,
2 x Flamers
8 x Fire Warriors
8 x Fire Warriors
8 x Fire Warriors
Blood Angels Assault Squad
XV88 w/Advanced Stabilization System
XV88 w/Advanced Stabilization System
Hammerhead w/Railgun, 2 x Burst
Cannons, Multi-Tracker, Disruption Pod, Blacksun Filter
Blood Angels Stormraven
Aegis Defence Line
We rolled off, and my opponent got to
go first. He deployed Ezekiel and Azrael together in the Tactical
squad, and infiltrated the scouts on my left flank, parallel with my
own forces. Everything else went into reserve. In response, I kept
my Allied contingent in reserve, and built a circle of protection
against that deep striking melta; Hammerhead in the middle,
surrounded by the suits, surrounded by the Aegis wall (the ends
butting up against a terrain feature for full surrounding cover),
with the fire warriors spread out as wide as possible on all sides to
really crowd out drop units. I failed to seize, we failed to get
Night Fight to go off, so turn one started with Tyler.
And ended, pretty quickly. The
dreadnought podded in, to the back and right of my bubble of fire
warriors. Under other circumstances this would have been a problem
for me; Dreadnoughts dropping near my warriors usually spell dead
warriors. Lucky for me, however, Tyler had swapped out the heavy
flamer for a multi-melta, no doubt to try and buff his army's small
number of anti-armour elements, and between them the storm bolter and
multi-melta managed to kill all of two warriors. I actually suffered
more damage from the scouts on my left flank, who managed to put down
three fire warriors. The tactical squad advanced, or at least tried
to, but as they had to go through difficult terrain Tyler managed to
move them an inch, not quite putting them in range to engage my front
squad. Nobody broke, thankfully, but those low dice rolls continued
into less useful phases. I wrecked the drop pod while trying to
explode it to give me a clear shot at the dreadnought, though that
did still get me First Blood. I managed to pick away at a couple of
the tacticals with pulse fire, but the dreadnought shrugged off
everything I could throw at it. With neither of us appreciably
weakened, turn two began.
Tyler had opted to have his Deathwing
Knights drop in on turn 2, arriving alongside his two terminator
squads. The two terminator squads dropped in on my left, midway
between the scouts and my fire warriors, while the knights landed on
the right of my little firebase, supporting the dreadnought. Despite
the impressive abilities deep striking Deathwing get access to, their
shooting was rather ineffectual; they managed to kill enough fire
warriors on the left to force them to break and run off the table,
bothersome but hardly catastrophic. The dreadnought, meanwhile, held
its fire, as it believed it had a clean charge line at my XV88.
Unbeknownst to that venerable old Marine, however, my Broadside was
clearly ready and waiting, and managed to not just hit, and not just
penetrate it with Overwatch fire from its railguns, but roll a 6 on
the damage table, to boot. One extremely dead dreadnought, and one
still-standing Broadside. If only all combat went so well for me!
My own turn two went well enough. The
surviving fire warrior squads spread out, away from the knights,
while the entirety of my Allied contingent arrived. The assault
squad, with attached Captain, landed just where I wanted them,
threatening the scouts from the far side of the crater they were
hiding in relative to the two terminator squads. My Stormraven,
meanwhile, came in on a rather sharp angle, to line up shots on the
terminators. When all was said and done, I'd managed to fell a
single knight, and five terminators, three from one squad and two
from the other. It looked like a solid opening for the real fight.
Unfortunately, Tyler's squads were well
up on my face, and had little trouble bringing me to battle. The
knights charged over the Aegis walls in their movement phase, while
one of the terminators advanced on a duo of fireknife suits on my
left flank. Both squads were killed, breaking from the fight and
fleeing easily off the table edge, unfortunately taking my commander
with them for a Slay the Warlord point. Those terminator-armoured
Marines might not be able to catch much, but everything they got
their hands on disappeared.
Now, this is where I actually made one
of the two mistakes which I can say, without fear of exaggeration,
cost me this game. My BA captain and his assault squad thundered up
into the scouts, neatly dispatching them for exactly zero casualties
in return. My remaining fireknives, backed up by the two XV88s and
my fire warriors, actually managed to shoot the knights clear off the
table. And my Hammerhead took a couple tactical Marines down with
its pie plate. So what went wrong? Well, in an attempt to do more
damage with my Stormraven, I switched into hover mode, since zooming
would've left me basically no targets to fire out. And all I did
was pivot. Sure, I put down another couple of terminators,
leaving one of the squads down to just two models, but I left my
flyer wide open. In my defence, it was only my second game with such
a unit. Still, it cost me, badly, because on his next turn Tyler
simply walked two of his terminators up to my Stormraven and
proceeded to smash it to pieces with a thunder hammer. Meanwhile,
the survivors of his other squad immobilized and stunned my
Hammerhead, less immediately catastrophic but no less serious in the
long run. Lesson learned, though; flyers may seem tough while
they're zooming, but if you drop them out of hover they're just
really expensive tanks with so-so loadouts.
Unfortunately, Tyler's low unit count,
combined with a decent kill-rate per turn, saw him pulling ahead.
Needing to step it up to draw level with him again, I took a chance
and charged the Stormraven-killers with my assault squad.
Unfortunately, while they managed to put one of them down, overwatch
from the assault cannon killed one of mine before they even reached
combat, while the actual fighting killed two more. I lost combat and
fled, breaking for the safety of open ground. Meanwhile, the lone
terminator still in base contact with my Hammerhead was positioned in
just such a way that I simply could not draw a good bead on him,
leaving him free to finish off my tank in the assault phase since he
was still in base contact with it. I'd lost three ASM for no real
return, and my best source of high-volume shooting at the tacticals
hiding in the woods.
The game went for the full seven turns,
but sadly Tyler had used up all his bad luck early in the game; with
his few surviving models in solid cover, and the sole surviving
terminator blocked from view of most of my remaining forces, I just
could not force enough saves to kill anyone else off. I also managed
to forget to Look Out, Sir! a wound onto my captain from the sergeant
of the assault squad, something that would have had no impact on the
captain but finished off the last surviving assault Marine, offering
up another kill point. At the end of the game I actually had a fair
fighting force still on the board, while Tyler had four one-man kill
points walking; the lone terminator, the last remaining tactical,
Azrael and Ezekiel, both of them down to 1 wound. But almost doesn't
count, so as far as the final tally was concerned it was five kill
points and First Blood for me, and seven kill points and Slay the
Warlord for him.
More than anything, what I'm going to
take from this game is the danger of switching flyers to hover. With
so little ranged anti-armour, my Stormraven would have been
invincible if I'd just kept it moving; sacrificing a turn of
shooting, even by flying off the board and then coming back next
turn, would have left me with two more AP2 shots, twin-linked at BS4
no less, for three more turns of the battle. Given how slim Tyler's
margin of survival was, forcing those extra saves would almost
certainly have driven him over. Even trading the survival of the
Stormraven for killing just one more model, anywhere, would have
swung the game to a tie. Instead, my inexperience with the units led
me to expose it to incredible danger, and unsurprisingly Tyler seized
on the opportunity to score an otherwise-impossible kill point.
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