Our local FLGS, Crossroad Games, is asking we experiment at playing for now using Power Levels as we all get the hang of the new 8th Edition rules. They plan for a July 80-point tournament for the new Warhammer 40K, and we have about three more weeks till then.
In the mean time, its has been interesting!
I've played three games now as Blood Angels - two on opening day and one this week. Here is a rundown:
Game 1
Essentially right as I walked in the door! Picked up my book and walked into a game. 80 Power points of Blood Angels vs Mechanicus. I basically quickly cobbled together what would be a 78 point list - Battalion Detachment (6 command points)
Dante
Sanguinary Priest
Sanguinary Guard
Assault Squad
Assault Squad
Death Company
Tactical Squad, Razorback
Tactical Squad, Razorback
Tactical Squad, Razorback
My opponent had a Kastellan Robot list supported by a crab, snipers, and some real nasty electo-priests. In this game we were each fighting over an objective placed in each deployment zone. We were fighting toward a draw, until the last player phase when his Kastellans and Walker took the last wound off the rhino, it exploded, and then he basically through hot dice to put mortal wounds on the character and assault squad there, eliminating the units. Game ended with my loss, 4:1. I could not advance on the Kastellans. 72 dice or so in firepower (4 robots, buffed to doubling their firepower). Big mistake for me in the game was that the Electropriests got a charge off on a small depleted tac squad and wiped them out - changing their invulnerable save from 5++ down to 3++. It then took alot of effort to get rid of them! My opponent also forget a unit he'd held in reserves. He had been hoping to get them in on my home objective for the straight up win. IIRR his Kastellans killed a razorback, death company squad, and sanguinary guard, just by weight of fire. It just goes to show, LOS blocking terrain is very important.
Game 2
Same day, same list, vs Orks. This game was alot of fun. 4 objectives, you get points each round for holding objectives. My opponent started off with a big lead, using cheap grots to hold objectives while our larger units battled each other. At the end, the Orks had a Morkanought, Battlwagon, and psycher on the table. I had about half my units remaining but depleted. I lost the game by 1 point. The score was about 14-13. Again in this game, in a key combat phase - I had three units of 5 marines plus a razorback in assault with a 30-boy mob. I took a few losses of infantry, gave a good bloodletting in return, and then the Nob killed off the razorback. It exploded on a 6, and after the rolls for mortal wounds on each unit - I was down to one sergeant vs 14 or so Orks. Another highlight was the battlewagon literally grinding its deathrolla on another Razorback blocking its way. Somehow that lasted for about three combat phases. The game also had my razorbacks shoot down a DakkaJet. The Razorback was blocking the short route to an objective I was holding. As you may recall, in setting up a game, I always state that tracked or wheeled vehicles cannot climb vertical surfaces - which I think is important. My opponent COULD have just backed the Battlewagon up and gone a different route, or led with the Morkanought.
Game 3
The Relic. Same list. Vs a Chaos Marine Player. The relic was on the top of a large pyramid, very thematic. The deployment had us buth 9 inches from the objective. My opponent led his demon prince from the front. I got to go first, and a Sanguinary Guard got the relic. The game was a slog, and I was able to kill off the Chaos demon prince (shooting), defiler (assault), and mobs of cultists (flamers, shooting, assualts, and chaos bikders (assaults), and psycher character (shooting). We ended after three full turns with me continuing to jump away holding the relic. My opponent had just a landraider, chaos champion, and a depleted chaos marine squad. I had just a bunch of depleted squads plus Dante and the Sanguinary Priest. Blood angels for the win! At least in this game now vehicles exploded.
Dante was a pretty good buff and a beast in CC. He survived all three games.
The Sanguinary priest was good, gives a great buff, and actually doubled his value in healing marines each game. He was toast in Game 1.
Overall, as we were playing using power levels, I got smarter on wargear each game. By game three, the razorbacks were sporting HK missiles and PMSBs, which clearly helped.
Lets see how tonight goes!
Overall I'm bummed that Blood Angel Assault squads don't have access at the moment to meltaguns. I have to create a bunch more flamer marines though!
All for now!
Ultramarines, 40K, Beer, 3rd Company, Imperial Guard, 555th Company, Triple Nickels, Warhammer, Battle Reports, Tactics, Strategy, Calth, Ultramar, Crossroad Games, Maine, Blood Angels, 5th Company
Wednesday, June 28, 2017
Friday, June 2, 2017
Just a speedbump
Well, it was as amazing a fight as any.
1850 - Blood Angels vs Orks, the last game I'll play in 7th Edition.
Standard deployment, 3 maelstrom cards per turn, ability to steal the objective cards from the opponent.
I deployed first, decided to go first.
Apparently I did not know the orks could Waaaaugh! every turn with their detachment of choice.
My opponent had a simple warboss with his 30 bodyguards, three trukks full of boyz, 20 stormboyz, 3 groups of 5 Lootas, a trukk full of heavy armored boyz, and a bucket of grots. Something like 160 models in total.
I had just 40 models...
Here are the photos.
1850 - Blood Angels vs Orks, the last game I'll play in 7th Edition.
Standard deployment, 3 maelstrom cards per turn, ability to steal the objective cards from the opponent.
I deployed first, decided to go first.
Apparently I did not know the orks could Waaaaugh! every turn with their detachment of choice.
My opponent had a simple warboss with his 30 bodyguards, three trukks full of boyz, 20 stormboyz, 3 groups of 5 Lootas, a trukk full of heavy armored boyz, and a bucket of grots. Something like 160 models in total.
I had just 40 models...
Here are the photos.
Setup underway
I'm deployed.
Oks and
Orks
Furioso drops in on the right to flame trucks full of boyz. About 12 boyz and a hull point for the effort.
Wauugh! Charge right into the center. Walk, run, charge with reroll. Nasty. I was only about 22 inches apart - apparently easy for the orks to get that far when juiced up on Waugh.
Furioso was charged too. More damage, but gone.
Turn 2 reinforcements arrive, get charged. The drop pod would explode and take out 4 marines and 8 or more orks in the explosion.
Consolidating, flaming, more orks off the table.
Bottom of turn 3. It is getting pretty thin, but the fight goes on.
Beginning on Turn 5. I'm down to Dante and no other survivors.
Grots just hanging out and looting stuff.
Overall, I'd whittled the orks to about half of their numbers, and all I had left was Dante. The score at the end was about 13 to 6.
The biggest mistake on my part was just moving forward in the center - although that probably just would have slowed the outcome a turn. About the time I'd dealt with the first wave (4 mobz and trukks), the second wave hit (warboss, his 30-boy mob, and the 5 mega-armored nobz).
We mused at the end how the orks might have a harder time with vehicles in 8th edition. Other than that, they should get very happy!
All for now!
Till 8th!
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