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Hey all. Today was the start of the team tournament that I've been preparing for over the last 3 months. If you've seen me asking for advice about Blood Angel army lists over the last little while, that's why.
The rules are as follows:
Teams consist of two players. Each player creates a 1250 point army list, following all normal rules in the codex for army selection, in addition to the standard mission Force Organization Chart. Chapter Approved is allowed, with the exception of the Armored Company, Flesh Tearer Special Rules (makes me so sad...), and Cursed Foundings. That means Deathwatch kill teams and the like are all legal. Also, nothing from the Imperial Armor books can be used.
I decided I would use my slowly growing Flesh Tearers army (which is why I was sad about not being able to use their very cool special rules). I ended up using a "combined arms" type of BA (well... FT I guess) army. I'd like to take this oppertunity to thank Overchargethis! for his valuable advice on creating such a force. My ally ended up being a guy named John, who plays a (yawn) Ultramarines 2nd Company army.
Our army lists are as follows:
Chaplain - 217
-D3+3 Death Company (with jump packs)
Tactical squad -175
-5 with bolters
-1 with meltagun
-1 with lascannon
-Veteran Sergeant with Power Fist and bolt pistol
Tactical squad - 170
-5 with bolters
-1 with plasma gun
-1 with missile launcher
-Veteran Sergeant with Power fist and bolt pistol
Scout squad - 140
-8 with bolt pistols and close combat weapons
-Veteran Sergeant with power fist and bolt pistol
Dreadnought (for those who don't know, non-furioso Dreadnoughts are Heavy Support for BA and their successors) - 143
-twin linked lascannon
Predator Annhiliator - 135
-twin linked lascannon
-heavy bolter sponsons
Assault squad - 270
-9 with bolt pistols, close combat weapons and melta bombs
-Veteran Sergeant with power fist, bolt pistol and melta bombs
Ultramarines 2nd Company (I'm not totally 100% on this. I could be a little off)
-4 with bolters
-1 with lascannon
-5 with bolters
-1 with meltagun
-Razorback with TLLC
-1 with power fist
-1 with power weapon
-8 with bolt pistol and close combat weapon
Land Raider Crusader
-7 with bolt pistols and close combat weapon
-Veteran Sergeant with power fist and bolt pistol
Land Speeder Tornado
-assault cannon and heavy bolter
As you can see, we hadn't seen one anothers list before the game. These two lists really don't look like they'd work together... lol
Anyway, John and I had lunch and then went back to the shop, waiting with bated breath to hear which team we would be playing against first. The store manager, Brandon called out the games. 1st game would be Mike and Kyle vs. Jonathan and Dylan. 2nd game would be Scott and Rob vs. Dan (by himself. His teammate ditched him early this morning so he played both his Templars and his Sisters). That left John and myself to go up against Ryan and Michael, who played Black Templars and Necrons, respectively.
We rolled for scenerio and got Recon. Not bad for a fast moving force like ours.
The battlefield was a ruined cityscape. There was a large ruin in the middle of the table (regulation size, 6'X4') with small pockets of craters on either side of it. Near each corner of the table were ruins of roughly equal size, so there were 7 pieces of terrain overall.
I had one the roll for table edge, so that meant that Ryan and Michael would deploy their units first. Ryan's Heavy Support consisted of a Land Raider Crusader full of the kind of close combat nastiness that only Black Templars can dish out. It was packed full with a Chaplain and large Crusader squad, complete with all maner of close combat doom. Yay. Fun. He placed his Crusader behind the large ruin in the center of the table, right on the edge of his deployment zone, the not-so-thin side armor facing our table edge.
Michael decided that he wanted to use Deep Strike with his Monolith, so that was all fine and dandy. One less 14 armor monstrousity to shoot at. He placed a squad of warriors in his corner ruin instead, right across the table from where I was standing. Purrrrfect.
John and I deployed our Crusader and Dreadnought, respectively. Deployment finished quickly after that, with my tactical squads loading up across from the Necrons, along with my Predator. The only thing that wasn't sitting across from the Necrons was my Scouts, who used Infiltrate to set up close to the Templars on the other side of the battlefield, my assault squad and ever-so-scary Death Company. For the record, I had 8 Death Company models this game, so it was looking pretty threatening when backed up by my assault squad and John's as well! John deployed in the middle of the table for the most part, but put his Razorback squad with my models and that was it.
By chance, we won the roll to go first. W00t. We is teh cool.
Turn 1 - Flesh Tearers and Ultramarines
John moved his Land Speeder into the large ruins in the middle of the table and lined up a pretty shot on the enemy Crusader. The rest of our army made a general advance. Like usual, my Predator moved into cover to get a better shot at a unit of Warriors and became imobilized. How I hate that. My ability to roll 1's is scary at times.
The shooting phase was great, as I nailed a pair of Warriors with the Dreadnought and another with the lascannon from the Predator. I also knocked one more to the ground with a krak missile from one of my tactical squads. The highlight of the shooting phase was John's Land Speeder blowing the enemy Crusader to pieces, killing 2 Neophytes in the explosion and pinning the entire unit. Sweet! I jumped as high as I could so I could be near John's eye level and he gave me a high-five. That Speeder payed for itself a few times over.
In the assault phase, my Death Company and John's assault squad pounced on Michael's Flayed Ones who thought they were just too cool for school hiding in the central ruins. I don't think I really need to say this, but we slaughtered those foolish things, for the loss of a single assault marine of John's. They ran away, and we used our 3" move to spread out and get ready to take off next turn.
Turn 1 - Black Templars and Necrons
Needless to say, Ryan was a little peeved at having his prized Crusader knocked out of the game before it got to do anything. He moved a Rhino from behind his corner ruins, once again full of close combat fun. Turns out that the Emperor's Champion was in there, accompanied by a few too many Templars with bolt pistols, close combat weapons and bad attitudes. Suh-weet. He also moved his Dreadnought out of cover and lined up a shot or two at my Tactical squad with missile launcher.
The Necrons recovered a single model from the Warrior unit that had been pummled last turn and the other three reported to the Necron heaven in the sky. With no Monolith to give them a 2nd (well... I guess it would be 3rd or 4th) chance at life, those guys weren't coming back. Michael's scarabs scuttled towards the massive group of Flesh Tearer and Ultramarine tactical squads and his Warriors stayed put, so they could fire their weapons.
A krak missile flew from Ryan's corner ruin and knocked a Death Company Marine from his feet, leaving a large hole in his chest. Another missile blew one of my tactical marines to pieces, just before yet another was burned to a crisp by a lascannon shot from the Black Templar Dreadnought. Fun.
Michael's Warriors did their best to look scary and poured fire into my Death Company who shrugged off the hits with ease. Pffft. You'll need to do more than flay the skin from our bones to make us squeal, you n00bs. A unit of destroyers fired at my tactical squad, but missed horribly.
The assault phase wasn't bad I suppose, as the scarabs charged John's Razorback and destroyed it with their ever-handy disruption field thingies. Newfangled technology. Yeack. I'd be more upset, but now the scrabs were sitting in front of a group of about 25 tactical marines, 18 of which had the Furious Charge skill. Hmm...:rolleyes:
Turn 2 - Flesh Tearers and Ultramarines
My Dreadnought decided to have a hissy-fit and let the Black Rage take him, as did my Tactical squad with missile launcher. They run out of cover. The rest of my flank got into position around the scarabs and pointed our pistols and meltaguns at them and readied their boots o' scarab-stompin. The Scouts ran towards the Templars in the ruins, who had a missile launcher and had made a Death Company marine dead last turn. Grr. Fear us. The Death Company landed neatly in front of Michael's Necron Lord, backed up by both assault squads.
John's Crusader shot forward and spat out the Veteran squad and Chaplain right in front of the pinned Crusader squad. Fun, fun. John's Land Speeder flew around a bit for effect and lined up a purty multi-melta shot on Ryan's Dreadnought, while the Tornado pointed its weapons at the Templars in the ruins.
The shooting phase was nice, with John's Speeder missing the Dreadnought, along with my own Dreadnought knocking both weapons off of its Black Templar counterpart. The Predator fired at it as well, but missed, because it sucks. The Tornado failed to kill anything in the ruins. The tactical squads poured mass bolt pistol and meltagun fire into the scarabs, accounting for 3 of the 6 bases. Yum-yum, scarabs. Nothing like melta doom in the mornin!
Oh, right. The assault phase. I doubt I need to go into much detail, so I''ll just say that the scarabs weren't feeling so hot after being charged by 3 tactical squads. On a more interesting note, the Death Company assaulted the Necron Lord and his Warrior bodyguards. The Chaplain carved 2 of the Warriors with his pretty lil' power weapon, while the Death Company unleashed a seriously nasty number of attacks on the Lord, who, despite having a Destroyer platform, was knocked to the ground. My Chaplain shrugged off the single return attack of the Warriors.
John's assault went nicely, with our assault squads charging a group of idiot Destroyers who were dumb enough to come that close to them and beating the crap out of them. One was left standing, and it refused to run. Meh. Fine by me. John's Veterans kicked the crap out of the Black Templars, using their ever-so-nice Furious Charge skill to gain the appropriate bonuses that would allow them to lay a sufficient amount of smackdown to fall 2 of the black armored warriors, and lose no one in return. Of course they wouldn't run, so the Veterans moved in.
Turn 2 - Black Templars and Necrons
The Monolith landed right near my side of the battlefield. I wasn't all that worried. It has thick, self-sufficient, living armor, but I also have lascannons which happen to be twin linked.
The Monolith pulled the Warriors out of combat with my Death Company, which left them high and dry in the open. The Lord also have another chance at life, which he took. Whoa boy. That ain't good. No... Not good at all, especially when the Templars aboard the Rhino leapt out of their transports and pointed their bolt pistols at my Death Company, in addition to a large and angry squad of Necron Warriors moving up so they could get a large number of rapid-fire shots. Wheee.
That was it with the movement. Now the bang-boom-bash started. The Monolith kicked things off by unleashing uber-death on the tactical squads nearby with its God forsaken flux arcs, which, in case you haven't noticed, I loathe. It melted a few marines from each squad, making me sad.
Next, the Black Templars hiding in the ruins knocked the Land Speeder Tornado out of the sky with a well aimed krak missile. Boo! That thing was cool.
Things got really vicious when the newly arrived Templars fired their bolt pistols on my Death Company. The shots bounced off their armor nicely, making cool sounds. Then the Warriors opened up with 16 rapid-fire shots. They scored 10 wounds on my Death Company and I saved 9 of them with armor, and the last with a trusty Feel No Pain save. That's right! What you gonna do?
The recently teleported Necrons added yet more shooty death into my tactical marines and reduced one squad down to a single power fist totting Vet. Poor him.
Assault went well, as usual, with the Necron Lord charging the two assault squads who were busy picking on the Destroyers. He cut one of them down before being bopped in the nose by a power fist. The other Destroyers had their asses handed to them on a silver platter by the pair of assault squads, so they wouldn't be getting up again.
The combat between the Veterans and the Templars continued on, with the Veterans beating the hell out of the foolish Templar. John's Chaplain drew back with his power fist, and Ryan's Chaplain rained 3 wounding hits down upon him. John made all of his saves and promtly squished the enemy Chaplain with an impressive 4 wounding hits, 3 of which were saved, but not quite enough. The Templars were slaughtered, and John's Veterans moved towards the trigger-happy Templars in the ruins.
Turn 3 - Flesh Tearers and Ultramarines
Frowning, my few remaining tactical squads ran towards their new friends in the shape of a unit of Warriors that had just decided to step out of the Monolith portal. The Dreadnought aimed at it's counterpart again as did the Predator, and my Death Company landed nicely in front of the Templars who had the guts to shoot at them the turn before. John's assault squad landed just in front of my Death Company, and John's Veteran Sergeant gave the Emperors Champion a toothy grin while pointing at his power fist, making crushing motions and splattering sounds.
Shooting was short, with John's Crusader unloading an insane amount of firepower on the shooty Templar squad, but did nothing, despite hitting with every shot bar the multa melta. My Dreadnought imobilized his twin on the other side of the battlefield before the Predator blew it to pieces. W00t.
Assault was scary. I had no clue that tactical squads could be so vicious. They assaulted the Warriors who had just arrived from the portal and smashed all but 3 of them to the ground, aided in no small part by the 2 power fists involved in the combat. My assault squad fought with the other unit of Warriors, but niether side managed to do anything decisive. My Death Company slaughtered the Templars and the Emperors Champ found himself quite dead at the hands of John's Vet. A lone power fist armed Templar struck bac, killing one of my Death Company Marines. OH NO YOU DIDN'T! Due to his being a fearless idiot, he failed one of his 3 extra saves and bit the dust. Jerk. Serves him right.
Turn 3 - Black Templars and Necrons
Not much happened this turn. It involved the Warriors being pulled away from my assault marines by the Monolith, Ryan's shooty Templar squad firing a krak missile at the Crusader and doing nothing and the Necron Lord getting up AGAIN to kill another 2 Tactical marines. Again, I knocked him out with a power fist and owned the last few Warriors in combat.
Turn 4 - Flesh Tearers and Ultramarines
This turn just involved John's Veterans running down the shooty cowards with the aid of my Scouts, my Dreadnought blowing the Monolith to pieces with a lascannon shot and the Predator sitting around, doing nothing. My assault marines, Death Company and Tactical squads destroyed the last few Warriors. It was at this point that the Necrons phased out. It was game.
Conclusion: I love my Death Company. And my Dreadnought. And my Tactical Marines. These units really carried the game for me, along with John's Veterans and his own assault squad. They just couldn't be stopped. No Necron had a hope in combat, and even the might of the Black Templars just wasn't enough to stop my Flesh Tearers and John's Black Templar wannabe's (look at his list if you're curious) in their furious assault.
Hope this was worth reading. Goodnight all.
Way to kick Necron ass! Fun to read, especialy with the occasional bouts of madness towards the... uhh... plastic models. Way to go!
Wow you won playing with Ultramarines, thats like winning a ballet competition with a ball and chain as a dance partner. Kudos.
Well played and crushed. I especialy liked the near invincible death company, and the occasional insane remarks! keep it up.
Every time you read this sig: a fairie dies!
I'm impressed. i always knew death company was devastating, but i have never seen them just ignore everything thrown at them before. incredibly well played, especially when being tethered to an ultramarines army.
Very well described battle, and good job on the win. I look forward to more reports from you
Nice rep Kate, easy to read and entertaining
wot no Baal Pred and disgusted that the tourney organisers wont let you use FT rules
Everything you have been told is a lie!
Thanks muchly, Chere. No, the reason behind not taking a Baal Predator is because I felt that the army needed that extra punch in the shooting phase. I only really had two mobile heavy weapon platforms, so if I'd decided to take a Baal, I'd have twin linked assault cannons instead, which have half the range of the twin linked lascannon, and it would also paint a rather large crosshair on the hull of the tank...
As for the Flesh Tearer rules... Meh. I don't mind all that much. The Blood Angel rules are much easier to use, and they can use more than a single tactic to win. Flesh Tearers basically stop you from doing anything but loading up on Scouts as Death Company meat and flying towards the enemy with a massive Death Company, and killing everything in your path. Sounds cool, but, for me at least, it gets dull real quick (reminds me too much of my World Eater days...).
Thanks for the comment!:w00t:
That is why my FTs are mechanised
Everything you have been told is a lie!
Wow, you did put a lot of work into setting this up. Very good read.
Last edited by Brother Luctus; March 28th, 2006 at 04:40.
Originally Posted by Silver Wings
What? I will have you know I have 53 battles under my belt (only using Ultramarines), and have only lost 8 battles. They are very flexible in battle and I support every unit
as not to let them die.
By the way...I'm not offended and I find your comment about a ball and chain as a
dance partner funny.
Good work and a great Report Firedrake28!