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40K VWMkIII - Battle #34, Round #3 - Dark Angels versus Lost and the Damned

905 Views 14 Replies 12 Participants Last post by  numberofthebeastxxx
Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

Mission Type - Take and Hold

Dark Angels Strike Force. - (2 points)

Headquarters – 425 points
Epistolary Librarian:
Force Weapon, Bolt Pistol, Terminator Honours, Familiar, Frag Grenades, Iron Halo, Veil of Time; Fear of The Darkness

Command squad – Nine (9) men
All armed with Frag Grenades
Six (6) armed with Bolt Pistols and Chainswords
Two (2) armed with Melta Gun
Company Champion
Veteran sergeant: Powerfist and Bolt Pistol
Drop Pod

Troops – 540 points
Tactical Squad – Five (5) men
Four (4) armed with Bolters
One (1) armed with Lascannon

Tactical Squad – Five (5) men
Four (4) armed with Bolters
One (1) armed with Lascannon

Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun

Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun

Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun

Fast Attack – 480 points
Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters

Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters

Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters

Heavy Support – 400 points
Devastators Squad – Seven (7) men
Three (3) armed with Bolters
Three (4) armed with Missile Launchers

Devastators Squad – Seven (7) men
Three (3) armed with Bolters
Three (4) armed with Missile Launchers

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LOST AND THE DAMNED - (4 points)

Headquarters – 203 points
Arch Heretic (Carthas the Skull-taker)
Kai Gun; Power sword

Aspiring Champion Ratbad the Coward (Attached to Mutant Squad)
Powerfist, bolt pistol, daemonic mutation, daemonic visage

Aspiring Champion Sargus the Sly (Attached to Mutant Squad)
Powerfist, bolt pistol, daemonic mutation, daemonic visage

Elites - 482pts
Daemonettes pack – Nine (9) daemons

Flamers of Tzeentch pack – Nine (9) daemons

Obliterator Cult – Two (2) men

Troops – 620 points
Mutants squad – Twenty eight (28) men
Entire squad armed with Frag Grenades.
Twenty three (23) armed with CCW
Two (2) armed with CCW and Icons
Two (2) armed with Flamer
Boss Ganthrash the Fast: Powerfist and CCW

Mutants squad – Twenty eight (28) men
Entire squad armed with Frag Grenades.
Twenty three (23) armed with CCW
Two (2) armed with CCW and Icons
Two (2) armed with Flamer
Boss Rothgar the Strong: Powerfist and CCW

Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher

Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher

Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher

Fast Attack – 265 points
Furies pack – Ten (10) daemons

Hellhound Tank:
Inferno Cannon, Hull mounted Heavy Bolter

Heavy Support – 280 points
Leman Russ Tank:
Battlecannon, Hull Mounted Heavy Bolters; Sponson Heavy Bolters

Basilisk Tank:
Earthshaker Cannon; Indirect Fire; Hull mounted Heavy Bolter

Tactics
Traitors deploy in cover, preferably 18-24 in from oponent and generaly make a nusance of themselves their first priority is slowing down transports after that thinning down opponents troops as best they can.
Mutants move up the board to claim objective/ or engage with enemy troops, moving as a large mass. Mutants are kinda like inexpensive orcs without choppas if you're not familiar with them. . .
The Arch heretic & flamers shoot to thin out enemy numbers.
tanks job is also to thin out enemy numbers, but can assist with tank hunting in a pinch.
The obliterators are used as tank hunters, and will depending on the opponent deep strike in and go for a melta kill, or start on the bord and attack with lascannons.
Daemonettes attack the opponents expensive units, like HQ's, terminators, slow tanks ect.
Furies exist to tie up enemy lines, to keep units out of critical hth's or just block firing lines so that the rest of the army can safely make it to assault.
The key principal is many threats of various types. A close combat army is forced to come to my list and will have to play my game.
A balanced or shooty list will have difficult target priorites to make. Take out CC or shooting. Shooting is a problem now, CC is a big problem if not adressed in the earlier turns.
I consider this to be a balanced list, formidable in close combat, capable in shooting. It is a little slow, but it is not static. It can respond to changes in battlefield situations.
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OKay.

The LSTs will kill a huge number of mutants a turn (each squadron with 8 kills on average). So after 2 turns the LaTD will have lost all of their mutants. The 2 tactical squads with lascannons and the 2 squads of devastators can take care of the tanks. If they can't kill 1 of them the librarian and Company will arrive via drop pod and blow away an other tank with their 2 meltaguns. The plasma tactical squads whould be able to deal with the oblits. And of course LSTs will probably kill the daemons once they finish the mutants. Bolters should also be able to kill a healthy number of daemons. Also FoTD should scare away some of the traitor gaurdsmen, but that won't make or break the game.

Dark Angels
Hmm well if the battle we're talking about is a foot slog down the middle of the battlefield where the Lost just walk out in the open and say here I am shoot me! I could not agree with you more Librarian. So if it was a pair of amatures playing I would vote for the Dark Angles because they could just shoot the Lost to pieces before they got to close combat.

However I'm going to assume that both players know what they're doing. That changes things.

The Dark Angle army has a lot of shooting might, but with exception of the Landspeeders none of it is mobile. This means that for most of the army they have to choose a static position that will allow them the most shooting potential. This scenerio gives them a good option to cover the objective. I see their happy win scenerio being: Shooting squads cover the objective. The HQ squad lands on/near the objective and claims it beating down all contenders. And the landspeeders hunting things down out of view from the main squads. It's a solid plan.

If the Lost try a frontal assault they are doomed. however a little strategy can take advantage of the Black Angles lack of mobility. The Lost player sets his tanks up on the flanks away from the LoS of the objective. The mutants Set up not on the middle, but on the flanks, and in cover. Moving slowly towards points on either side of the objective. Keeping best as possable out of sight. Traitors in the middle of the field near where the mutants are heading. This scenerio the impact of Angle shooting is lessened, but not eliminatied. The first turn of speeder shooting is going to be painfull, but will be more like 5 mutants down each squad. Subsiquent turns however will be really not a big factor. Land speeders pack a punch but AV10 makes them painfully easy to get a glance on. (most glances will keep them from shooting.) the Flamers of tzeenith alone can kill a squad a turn on average. (and anything left alive will be maimed with glances) There is not going to be meanigfull landspeeder shots after the first turn. A few will get through, but not in painful numbers.
The Missile launcher are going to need 6's to glance cause I don't see tank hunter on them. The hellhound is likely to go down fast, but the russ is going to take a bit. He's likely to take his chunk of enemy shooting out before he goes. And unless the landspeeders decide to leave mutants alone and go for the backilisk I see it pounding the enemy firing position every turn.
The furies are going to engage the maring shooting elements and start wiping out squads, and more imporantly disrupt enemy firing lines. Once that happens the mutants are going to make a break for the objective. Daemonettes, and a few raggid mutant squads will make short work of the hq.
I see mutants (not many) on the objective at the end of the battle.

Lost and the Damned for the objective, but it's possable that the Dark Angles could have more points on the field at the end of the battle.
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i vote DA
-they can majorly out-shoot the LATD, and i don't think there would be enough cover that they wouldn't all be blown to pieces before the end.
Massed fire (land speeders and bolters) will down the mutants and traitors, Heavy weapon (lascannons and missile launchers) fire will down the tanks. Plasma guns will make mincemeat of the obliterators. However, the clinching final fact is the fear of the darkness. All those low Ld units will be running.

I vote Dark angles
42 shots per turn from the LSTs alone is enough to horribly cripple the LotD. The basilisk and Leman russ are pretty dangerous, but nothing the deep-striking command squad can't handle. Oh and fear of the darkness is slao enough to wipe out half of the troopers...

Dark Angels
The objective is to control a central point. It's a take and hold mission. If the Dark Angels have to move to the objective, they won't be able to fire their Lascannons and Plasma Cannons. No incoming fire to the LatD from any Marines..

6 Land Speeders are easily handled after a few turns.. and because they are the focal point of this DA list, losing them will prove very pivotal in the win of the game.

The Basilisk is unchallenged until that Drop Pod comes down around turn 3, I'd bet. No worries.

Overall, the LatD has the meat and the right guns for the job. If they book it for the objective, they can do it.

Lost and the Damned
Dark angles, mutants 4+ save = golden for LSTs.

The landspeeders ALONE, kill 22 mutants a turn.

Fear of the darkness will take care of the imperial guard infantry.

8 Missile launchers and 2 lascannons will handle the tanks.

8 MLs = 1 glances a turn, thats enough to stop the russ for shooting.

The balask will be annoying, but the infantry for the space marines will hold, untill a landspeeder can run around to the side of the tank and destory it. AV10 is no match for 4 Strenght 6 rending shots. Again thats side armour.

Dark angles win.
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I vote for Lost and the Damned

The Oblits and the traitors and the hellhound between them should be able to make a mess of the landspeeders. and after the landspeeders go, the Muties have a much brighter outlook. Also not to mention the daemons are fast enough to disrupt and destroy squads and firing lines.
Its a take and hold mission, and the firepower on each side is pretty high.

While the LST are good, we are assuming equal playing skill between opponents and as such the LST will be the primary shooting target of the LatD list. Their 6+ jink save may help a bit, but they are still pretty vulnerable, having to be within 24" of the enemy to use all of their weapons. The return fire from traitors, tanks and obliterators outranges them.

Conversly, in order to attempt to keep the LST alive, the Dark Angels should be killing/breaking the traitors squads and probably blowing up at least 2 maybe even 3 tanks by the end of the game.

So, what we're left with is the units that aren't shooting and are advancing to take the objective.

On the Dark Angels side thats the DP Command squad and the Librarian. Maybe a another squad or two, but if they move they'll be giving up on their shooting.


Versus two big squads of mutants led by ACs, Flamers, Furies and Daemonettes. Oh, and maybe the Obliterators if they haven't been shot.

Even if we give the advantage in firepower to the Dark Angels(which I would), they simply can't kill enough models to equal the numerical superiority of the LatD list here.


Simply put, the winner for the mission will be LaTD. If it was another mission like clease I think the Dark Angels would win.
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I think its safe to say the LSTs aren't simply going to charge forward and start shooting. If they survive 2 turns thats enough to kill 48 mutants. By killing 24 mutants most of that number superiotity will be gone. 2 lascannons and 8 missile Launchers are more than enough for those 2 tanks. The LIbrarian and his squad can kill any left over tank with 2 meltaguns. And fear of the darkness will have those gaurdsmen squads running away with Leadership 5. Whats to stop tactical squads from moving up and rapid firing the Daemons? I can't see the LaTD winning this
Librarian Augustine said:
I think its safe to say the LSTs aren't simply going to charge forward and start shooting. If they survive 2 turns thats enough to kill 48 mutants.

Well which is it? Are they hanging back and not shooting? Or moving forward and shooting?

If they get into shooting range they will got shot at, if they hand back and only shoot HBs they will be shot at because they are outranged by the LatD ranged weapons.

If they stay behind cover they aren't shooting at all.
I vote for the LaTD.

I vote this way because of the mission. The DA will have to advance. This puts the mutants into cc quicker. They wont be shot continuously by the LST's b/c they will be safe in combat after awhile. Let's not forget the daemons dropping out of the warp and tying up more units in cc. The furies, being fast can tie up any units that are out of cc range of say, the mutants, until they, or the other daemons get there. Let's not forget the LaTD also have fairly decent firepower, with a few heavies, the oblits, hellhound, and 2 pie plates coming down every turn.
Lost and the Damned

LST's may be awesome but gunning down mutants and traitors isnt too impressive. At the same time you are doing this:

a) The Traitors are returning fire with ML+Plasma Guns.
b) The Russ/Basalisk combo is making a mess of your Tactical and Devastator Squads.
c) The Obliterators are blowing LST's/whatever they shot at down.
d) What if the traitors/muties have cover saves, a clever LatD general may well use cover.

Furthermore
e) The summoned Daemons will:
ei) Summon into combat, 6" from the squad plus a total 18" movement allows the Furies to be in your midst damn quick.
eii) Beat you up, Daemonettes and Furies will outclass Tactical/Devastator Squads.

v's Librarian Augustine.
a) The Basalisk is out of LoS behind a hill/building/russ.
b) ML are pretty worthless v's av14 and if it can avoid LoS with those Lascannon (also not the best at killing it) for a couple of turns Furies can deal with the threat.
c) This DA list desperatly needs some close combat capability. For its owner I would recomend DW Terminators 5 strong with ranged weapons. Able to add firepower to your shooty army and easily take any of this LatD in close combat. (exception Daemonettes who can be boltered easily).
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Ok, I believe the current standings are quite close.

6-5 in favor of LaTD.
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