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View Full Version : 1250 IG Airborne v. Blood angels. Carnage!



remington
October 27th, 2009, 03:13
My first game with my air cav. Its alittle different than my deathwing...

My list.
CCS
x4 meltas
astropath

x6 stormies(DS)
x2 plasmaguns

marbo
x10 vets
harker
x3 snipers
x1 hw team w/HB
scouts

2x10 vets
x2 plasmaguns
x1 melta
demolitions

x2valkyrie(hb sponsons, multimissile pod) not squadroned

vendetta

His list.
Blood angel captain w/twin LCs
x10 assault marines w/jump packs

x10 assault marines w/o jump packs
in land raider redeemer

x3 death co.

x5 devies
x4 plasma cannons

pitched battle/seize ground

The board has a large peice of terrain in the middle, and several buildings in the deployment zones.

1st turn
IG. Harker's unit infiltrates a building across from the devies. everything else is in reserve. 1 devie is killed by a sniper. no further effect
BA. He held his jump packs in reserve to deepstrike...for some reason. his raider is set up on the opposite side of the board (i decide to avoid it by infiltrating waaaaaaay awaaaaay from it)
Plasma cannons hit and wound 5. thanks to stealth and camolines, no casualties

2nd turn
IG.All my reserves come in(friggin astropath). Flyers all come in on the devies side, even when i rerolled. His devies were then jumped by 20 angry vets, two valks, 6 stormtroopers, my command squad, harker, marbo, and my vendetta. one survived with his cannon. I manage to overheat a PG and it blows up one veteran. !@@##$%!!!!!!!!! he rolled really well.
BA. Raider trys to get into firing distance but fails and pops smoke. Death co. deepstrike near my mob, run out of LoS. plasma cannon scatters onto my vendetta but fails to glance.

3rd turn
IG.Mass embarkation and a tactical run from the raider maneuver ensues. My flyers are now behind the cover of the center piece of terrain and moved all out. stormies are also in the terrain out of LoS of the raider. Marbo drops a demo charge on the Death Co. and kills them. harker's squad takes the last dev out with a lasgun shot from downtown.
BA. Assault marines and captain arrive. They deepstrike in a cluster 15" away from my valks. They take a brisk walk toward my flyers. The raider jumps the terrain and unloads on my CCS's valk. It does nothing.
4rth turn
IG.CCS and stormies get really close to the raider. Valk and vendetta drop the vets and they get nice and cozy with the assault marines. CCS order twinlinkage of my meltas and they manage to destroy the raider. The marines inside disembark and my stormies light them up with their flashlights and plasmaguns. They manage to kill 7 marines. Then the marines ran away! The vets near the assault squad and the commander drop a few demo charges on their heads and kill em all.
BA. concedes defeat.

He wasnt on his A game.

CaptainSarathai
October 27th, 2009, 03:42
Yeah, that doesn't seem like his A game, but it was a really brief report. Well played fight on your end though, I didn't know that flashlights could be so dangerous. I've thought long and hard about fielding an airborne force, what size was this game?

The Prince of Excess
October 27th, 2009, 19:12
BA has no chance against an Air Cav list if it's played right. A little more in depth write up would have been nice but thanks for posting, we need more Battle Reports.

Ratus
October 28th, 2009, 11:10
A landraider at 1250pts?
A devastator squad with plasma cannons against IG?

This BA list is way off target, with better list thing may have gone another way.

Memnoch
October 28th, 2009, 12:53
Strange list from the BA point of view. Something I learned recently is never rely on blast weapon for anti-tank, and while 4 plasma cannons have a great chance of killing infantry for anti-tank they will struggle. To be honest my approach would have been ignore the flyers and try close in on the infantry as quick as possible, he didnt seem to do that with the jump packs and its not balanced enough against IG.

Shoju
October 28th, 2009, 16:32
1st turn
IG. Harker's unit infiltrates a building across from the devies. everything else is in reserve.

2nd turn
IG.All my reserves come in(friggin astropath).

As an FYI, I'm very positive the IG FAQ on the GW site specifically mentions the Astropath's ability doesn't work if it doesn't begin it's turn on the table. It's kinda like the Chaos icons, teleport homers, etc. Has to start the turn on the table in order to get the bonus.

remington
October 28th, 2009, 18:39
Thanks for the replies everybody. The bit about the astropath is a good call man, thanks! His list was for a tournament... The local group is almost entirely meq. Templars, salamanders, crimson fists, raven guard, wolves, wolves, wolves, wolves, plague marines, berzerkers, nilla chaos, iron warriors, crons, you get the idea. So he was being paranoid, but i agree. I played BA and had 30 assault marines 10 death co. honour guard w/jp, dc dreds and assault termies.


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