Blood Angels vs Astra Militarum.
Overall though, I just wanted to see what the Astra Militarum list would be like to experience.
My opponent is a long time 40K player who relocated from the west coast to the east coast. He just loves the AM (IG). That said, some of his stuff was proxied in order to just test the list idea.
I only got one picture...then thankfully my camera batteries died...
This is a shot in towards the middle of Turn 1. My Death company had started as 10 models...they started on the table and moved forward using their stratagem. I used everything I could to rough up the center AM squads, then charged in. At the end of turn 1 the Death Company were all gone to massed AM firepower.
Not to belabor my own list. I just used the same one as last time, having been to busy to change it.
My opponent started with about 19 command points (using the FAQ) to my nine. Overall, he had something in two battalions like: 3+/- commissars; 3+/ officers; a few Ogryn bodyguards; about 8 full infantry squads, each with a plasma gun and 6 had mortars, 2 had lascannons; a full squad of plasma-maxed scions in reserve; a full squad of plasma-maxed rough riders to outflank; a squad of all heavy bolters; and a squad of autocannons; and two manticores. Vostroyans (his manticores could reroll dice for more hits). The officers gave him enough orders such that he was rerolling 1's to hit and or 1's to wound from units. Commisars to keep units from failing morale. I was outnumbered 3-1.
For the first four turns, the two manticores and lascannons would pick off a vehicle or so per turn. The mortars would pick off a dismounted squad or two per turn. Everything else would take out a nearby assault unit per turn.
We were fighting over 4 objectives. Through turn 4 I was winning by a point (7-6). By the end of turn 7 I was tabled, with Dante being the last blood angels standing. Final score was about 10-1.
I ran out of command points in Turn 3.
He had command points for the duration. Probably had 1 left at the end of the game.
In reality, he could have played more aggressively, but that comes with practice. IIRR this was his third or so 8th edition game.
The two bright points for me included: (1) Dante arrived turn 2 (per FAQ) among my castled up vehicles and game them all rerolls to hit. (2) the Sanguinary Guard, Ancient, Chaplain, and Sanguinary priest dropped in Turn 2 on the right flank - they withered away to plasma guns and assaults through turn 4. The commissars over there kept the AM in line. The Sanguinary priest actually did his job further, bringing back a sanguinary guard from the dead pile on turn 3 and giving wounds back to the Ancient in turn 4...but still, there is only so much for plasma you can eat!
My third best moment was seeing the Manticores run out of rockets.
One big issue was that at the beginning of each enemy turn, the AM would retreat, and then in some cases get back in the fight. Regardless, it meant that I'd get shot all to pieces each time.
Considering all of the non-deviating indirect fire I was taking, I think it was pretty good to last as long as I did.
Kinda makes me wish I had a bank of three Whirlwinds in my own back corner.
Two thumbs up to predator autocannons, although they played no real role in the game that could not have been met by just having more twin assault cannons.
Until the next disaster,
MING