My first
game trying out the evolving Renegades and Heretic list and I face
off against Blood Angels, well Death company more specifically. I
have faced blood angels numerous times in the past so its nothing new
or surprising, allowing me to test the list properly instead of being
taken by surprise by a new rule or unit.
The
Armies
Renegades
and Heretics V1: Combined arms Detachment
Renegade
Command Squad – 120 (warlord: Fanatical convert)
heretek,
covenant of khorne, melta bomb, krack grenades, melta gun, +2 guys
Chimera –
70
Autocannon,
heavy flamer, militia training
20
Mutants – 80
champion,
covenant of khorne, hand weapon and pistol (cause fear)
Infantry
Platoon
Command –
85
20 men,
Demagogue, melta bomb, chaos sigil, krack grenades
Infantry
– 70
20 men,
chaos sigil, krack grenades
Infantry
– 50
10 men,
2x flamer, krack grenades
Chimera –
60
autocannon,
heavy flamer
Infantry
– 50
10 men,
2x flamer, krack grenades
Chimera –
60
autocannon,
heavy flamer
Blood
Slaughterer – 130
2x
dreadnought close combat weapon
Devil Dog
– 125
Sentinel
squadron – 60
Heavy
flamer
Heavy
Ordinance – 160
2x medusa
cannons
Demolisher
– 160
Defiler –
220
power
scourge
Total:
1500
Blood
Angels: Baal Strike Force
Asterath
(Warlord) w/ Death Company
Librarian
w/ Death Company
lvl 2
(quickening, blood lance, wings), Jump pack, Gallian's Staff, melta
bomb
Cassor
the Damned
Raphens
Death Company
Whole
host of random weapons
15 Death
Company
3x power
fist, power sword, power axe, thunder hammer, jump packs
Furioso
Dreadnought
blood
talons, magna grapple
Land
speeder
2x
multi-melta
Baal
Predator
Twin-linked
assault cannon, heavy bolter sponsons
Well this
is simple, kill the Death company deathstar or die trying. The two
dreadnoughts will cause an issue, especially the Av 13 one, but
hopefully I can take them out before they do much damage. Using my Ap
2 Blasts will be key here, so lets hope they don't scatter. Over all
though I like this list, its themed around death company with out
being silly, and the Deathstorm units really help out here. Lets see
how it goes.
The
Mission
Rolling
on the Mealstrom missions we get Contact lost, a mission that I quite
like as you need to hold objectives in order to draw new cards. We
set up the terrain and place down the 6 objectives all over the
table, placing them more in places that look cool rather than
thinking about tactical placement. Blood angels win the roll to
choose deployment zone and select the one with a building to hide
behind. I then win the roll to set up first and pass it over to him,
I think I know where he is going but want to make sure.
As
expected the Death company deathstar sets up behind the rather intact
ruin so I can't see them with my limited range blasts, and the
speeder sets up just on their right, still out of sight. On my right
Cassor starts in ruins next to an objective. The baal predator and
Furioso take cover behind some rocks in the centre while Raphen's
Death company deploy on the left behind woods.
Instead
of going for objectives I though I would be able to counter his
objective and possibly just blow him off the table. So with that in
mind I placed the mutants and two chimeras with guard on the far left
ready to move up and take out the 5 man death company unit. In the
centre I placed the medusas with infantry unit body guard (who are
holding objective 1) as well as the defiler. To the right of defiler
I placed another infantry squad and the sentinels. Behind them the
demolisher and command chimera. On my far right I placed the Devil
Dog so it can hunt down Cassor (I hoped). I kept the blood
slaughterer in reserve ready to deep strike in later.
Night
Fight: No
Steal the
initiative: No
The
Battle
Blood
Angels turn 1
Rather
unsurprisingly the blood angels come straight for me. The death
company jump into the ruins for cover while the land speeder supports
them. Cassor moves down the right flank while raphen moves down the
left. In the middle the Furioso and Baal predator stay in the rocks
for cover while inching forwards.
Psychic
phase fizzles out as he fails to do anything.
Multi-melta
fire from the speeder targets the sentinels and manages to explode
one of them, which catches 8 guys from the infantry squad killing
them, thankfully they hold (ld 10). Bullets fly from the Baal
predator targeting the other infantry and takes down 6 of them, and
the furiosos storm bolter takes 1 down as well (Again they hold with
LD 10). The death company, Raphen and Cassor run forward to get into
a better position.
Score:
Objective 5
Blood
Angels: 1 – Renegades: 0
Renegades
turn 1
On the
left the mutants and chimera move forwards, as does the devil dog and
sentinels on the right. In the centre I mostly hold position ready
for the Death company, except for the Defiler who moves up.
Laspistol
fire from the mutants does nothing to Raphens death company nor does
the snap shots from the chimeras. The medusas are just out of range
of a good shot on the death company so target the Baal predator
instead (as they can clip the furioso as well) but the shot scatters
a little and I only get 1 hit on the predator, which I roll a 1 and 2
for penetration, not even a glance. Demolisher cannon fire from the
leman russ scatters off the death company and onto the land speeder
which jinks and makes its save (rules as written probably shouldn't
have been able to jink, but its a friendly game so we said it can).
Battle cannon shot from the defiler scatters 5 inches and misses its
mark and autogun fire does nothing. On the right the sentinels run
towards objective 3 for next turn (he needs to claim it, so it will
slow him down. Levelling its cannon at Cassor, the devil dog locks on
and penetrates the dreadnoughts armour, or at least it would have,
had the shot not blown up on the ruin instead (he passed his cover
save).
Assault
phase and the mutants charge into Raphens death company though the
cover, not that cover makes much difference as they are slower
anyway. The mutants must have taken the marines by surprise as the
power sword, and chain sword guys only manage to take down 3 mutants!
I attack next and praise khorne I stab two of the marines in the
eyes, killing them! The power fist and thunder hammer however avenge
their fallen brothers and kill another 4 mutants. I roll to see the
mutants leadership (9, not bad) and they hold despite losing combat
by 5!
Score:
Hold the lines
Blood
angels: 1 – Renegades: 1
Blood
angels turn 2
Now the
blood angels are close enough to get to grips, this turn is going to
hurt. Cassor moves as fast as possible towards the Devil dog, not
wanting it to get another shot off. The death company jump forwards
towards both the defiler and the infantry squad near it. With the
heretics chimeras so close the Furioso moves towards them while the
Baal predator holds its ground ready to mow down more infantry.
Psychic
phase and again its not great, as he fails to cast blood lance and
then I deny quickening.
In a
moment of sanity, Cassor raises his melta gun at the devil dog, but
misses. On the other side of the table the furioso does the same to
the closes chimera and immobilises it, the baal tries to finish it
off but the assault cannon just can't get past the transports front
armour. Multi-melta fire from the speeder again targets the sentinels
and despite needing 6's to hit, manages to get one. It penetrates the
armour and explodes the walker, catching the other in the explosion
glancing it.
Assault
and Cassor slips back into insanity and charges into the immobilised
devil dog, but only manages to immobilise and shake it. Once more the
Furioso shows Cassor hows its done by charging the chimera and
wrecking it, but the passengers are fine. In the centre the Death
company multi-charge both the defiler and infantry squad in front of
them. They don't get rage, or the bonus from Asterath but as they are
marines they don't need them, ripping 11 of the infantry apart,
leaving 1 guy left (who runs for it). Before the power fists can
swing, Claws from the defiler rip apart 2 death company. Despite its
power scourge reducing the death company ws by 3, the power firsts
still get enough hits though and wreck it in a single turn. Raphens
company do just as well, killing 4 mutants with no losses and run the
rest down.
Score:
First blood, Objective 2
Blood
Angels: 3 – Renegades: 1
Renegades
turn 2
With so
much blood shed the Blood Slaughterer comes in from the warp, not
quite where I wanted it but close to the Furioso. Getting out both
infantry units from the chimeras move towards the little death
company unit attempting to flame them.
Flames
engulf Raphens unit, from 4 flamers I get 12 hits but not a single
marine goes down, auto gun fire from the rest of the squads help out
but again the power armour is too resilient. On the right the
chimeras heavy flamer some how kills 3 of the large death company
unit, the medusas target them but scatter wildly only killing 1
marine but the Demolisher is the star of the turn, locking on and
killing 6 (yes 6!) of the marines with ease.
In combat
however Cassor finally explodes the Devil Dog.
Score:
Objective 3
Blood
Angels: 3 – Renegades: 2
Blood
Angels turn 3
Not
impressed with their display of fire power, Raphen leads his squad
towards one of the infantry squads, ready to show them true power.
Not allowing the Daemon to do any damage, the Furioso and Baal
predator turn to face it, while the Death company carry on their
bloody rampage and go after the infantry holding objective 1. While
the demolisher is distracted the land speeder gets into melta range.
Again the
librarian fails to do anything in the psychic phase.
2
multi-meltas in half range shoot at the Demolisher but thankfully it
only gets stunned. Seeing the weakened sentinel Cassor explodes it,
finally hitting something with his meltagun. Pistol fire from the
death company kill off 4 heretics, but htye hold. In the centre of
the table the Furioso tries to weaken the Blood slaughterer before it
charges and manages to hit its power source with its melta gun,
exploding it and sending it back to the warp.
Assault
from the death company annihilates the infantry, they kill them all
with out a single loss. Raphens unit charges a small infantry unit
and kill 2 with their hammer of wrath attack and kill all the rest
bar 1, who gets cut down trying to flee.
Score:
Objective 3
Blood
Angels: 4 – Renegades: 2
Renegades
turn 3
I don't
have too much left so the infantry on the left once more try to
dispatch Raphens squad. The demolisher back away to hide its rear
armour and the chimera moves to flame the speeder.
Two
flamers at the small death company and finally 1 more dies! But its
not going to be enough. Heavy flamer on the land speeder, it can't
jink but it doesn't do anything. Medusa cannons attempt to clip both
the Baal Predator and Furioso but it scatters off and hits nothing.
Assault
and on the left the infantry try to charge Raphens but roll a 3,
failing the charge though cover.
Score:
Nothing
Blood
Angels 4 – Renegades: 2
Blood
Angels turn 4
Raphens
unit continues the clean up while the other death company go after
the artillery. Cassor goes after the command chimera. The furioso
goes after the remaining chimera on the left.
Finally
casting a power, the Librarian casts Quicken on Astarath.
Some how
the land speeder misses both of its melta shots at the demolisher.
Assault cannon and heavy bolter shots from the predator hits the
medusas taking 2 wounds off a gun. Cassor runs towards the command
chimera.
Assault
and the Death company charge the artillery killing off all the crew
with ease. Raphen charges the infantry on the left and cut down 6,
the rest run and once more get cut down. Furioso charges the chimera
and wrecks it with its blood talons.
Score:
Objective 3, objective 6, Psychological warfare
Blood
angels: 7 – Renegades: 2
Renegades
turn 4
Again the
command chimera tries to take out the land speeder while the
demolisher turns its turret to see the Death company.
Flamers
and autocannon fire fails to do any damage on the land speeder, the
melta gun fires out the back hatch but it only gets a glancing hit.
Demolisher cannon on the death company and 2 die as well as the
Librarian, leaving 1 left and Asterath.
Score: 0
Blood
Angels: 7 – Renegades: 2
Blood
Angels turn 5
The blood
angels force converge on my two units left, the chimera and
demolisher.
Heavy
bolter and assault cannon fire hits the side armour of the chimera
causing it to be shaken and take a glancing hit. Again the speeder
tries to take out the demolisher but just can't manage to do any
damage.
Cassor
attempts to charge the chimera, and the melta gun takes a hull point
off him thanks to over watch, then he fails his charge. The death
company also fail the charge on the Demolisher as well.
Score: 0
Blood
Angels: 7 – Renegades: 2
Renegades
turn 5
I move
the chimera back a little.
Shooting
its autocannon, the chimera manages to glance Cassor. Trying to
finish off the Death company, the Demolisher fires but scatters 5
inches missing everything.
Score: 0
We roll
to see if the game carries on...
Blood
Angels turn 6
The noose
tightens as the blood angels encircle the renegades.
Melta gun
fire from cassor immobilises the chimera then the baal predator
wrecks it. Multi-melta fire from the speeder Immobilises the
Demolisher and reduces it to 1 hull point.
Assault
phase is interesting as the Death company charge into the now
disembarked command squad. Asterath issues a challenge and I accept
for the hell of it. I do no damage and lose the whole squad.
Score:
King slayer, slay the warlord, objective 6, overwhelming fire power,
big game hunter, hunger for glory.
Blood
Angels: 13 – Renegades: 2
Renegades
turn 6
Only one
model left, the Demolisher.
He
targets the death company and it scatters again.
One last
turn
Blood
Angels turn 7
The
speeder finally kills the demolisher.
Score: 0
Final
Score
Blood
Angels: 14 (line breaker) – Renegades: 2
Post-Battle
That was
a massacre, the blood angels just ran though my units with gay
abandon and I just couldn't stop them. If my templates had hit, that
might have make a slight difference, but as they didn't we will never
know. It was a fun game though, and what always happens in the
background when ever marines smash in the face of renegades, so no
real problem there then.
Anyway
what did I do wrong? Loads
- Underestimating Death Company: On the left flank I assumed that I could just kill 5 marines with ease using flamers and autoguns, this was a mistake. I just let the infantry try to take them out what I had two chimera which while not great, had some superior weapons that I should have used on the Raphens unit. Also I might have benefited from the defiler joining that flank instead of a chimera to take the flank, as the centre was likely to fall anyway. Next time take the flank, take the objectives then deal with the rest of his units.
- Devil Dog: I sent it on it's own, which was a risk. As it was, it didn't work as it failed its job and got destroyed for it. Maybe I should have had a Chimera with it for support and act as a buffer from Cassor, so I could have had a second shot?
- Ignored objectives: I went for the kill, I should have gone for the objectives as I had the numbers to start with and just wasted it. So I didn't get many points and the marines took me apart.
The Blood
slaughterer however I don't know if it was a mistake or not. As it
HAS to move towards the closest unit it had to deep strike in where I
want it to attack. I could have put it next to Raphens squad to kill
them, but it would have been a waste of time as its slow and couldn't
get back in the fight later on. I will need to experiment with it,
but I think deep striking it is the right decision.
Anyway I
hope you guys enjoyed the battle report, and enjoying the Holidays.
See you all soon.
I think personally the Nurgle covenant is stronger as it allows you access to zombies. A 50 man blob of zombies is a great speed-bump with its 4+ FNP and might have helped slow the BA down.
ReplyDeleteLikewise when I run mutants I usually blob up 50 and add a fearless character so I can use them as a speedbump- the Witch demagogue and the Arch Revolutionary one are both fearless.
On or other of these units makes great bubblewrap for the artillery.
I started off giving my infantry flamers because of their crappy BS but now I am not so sure- they need to get so close and rarely get to shoot. When they do they only really hurt eldar and tau and I could kill them in hth. So I am rethinking the infantry squads- meltaguns and militia training plus autocannons or missile launchers might work better for squads with autoguns, so they can actually achieve something with their shooting. Tzeentch covenant is an idea as it allows snap shooting at BS2. I'd have a couple of squads of 20 with decent guns and militia training and then a couple with just CC weapons and a sigil and maybe flamers to storm objectives.
You should look into the rapier battery- I know the models are exensive but I used Space Crusade tarantulas for mine and thre are a few other proxies out there. For 80 points they are a great anti tank unit, and with a 3+ and T7 in a ruin they are resilient enough ti get a couple of turns shooting at least. you do need to put them front and centre though because of the 36" range.
I am moving away from tanks in favour of more infantry and artillery. I generally run a CSM CAD as well so I can have 3x2 Obliterators and cheap Terminator Lord to deepstrike with the Oblits. Minimum troops are a pain but the Oblits are worth it, they have mobility and can threaten enemy vehicles and troops in cover.
My list looks like this at the moment:
HQ
Allied Contingent (CSM)
HQ
Chaos Lord, terminator armour, chainfist, skalathrax, MoT 165
Chaos Sorcerer, spell familiar 75
Troops:
CSM x5, extra ccw x5, meltagun, mb 100
Rhino, db, 40
CSM x5, extra ccw x5, meltagun, mb 100
Rhino, db, 40
Heavy Support:
Obliterators x2, MoN 152
Obliterators x2, MoN 152
Obliterators x2, MoN 152
Fortification
Vengeance Weapons Battery x2, BC 170
Allied Contingent (Daemons)
Herald of Nurgle, ML1 70
Troops:
Nurglings x3 45
CAD #2 Renegades and Heretics
Arch Demagogue (Primaris Rogue Witch), Nurgle cov 45
Command Squad, autocannon 55
Troops:
Plague Zombies x40 120
Mutant Rabble x48, sub flak, meltabombs, 159
Renegade Inf Platoon:
Squad 1, x10, flamer, sigil, sub flak, krak, mb 60
Squad 2, x15, flamers x2, sigil, sub flak, krak, mb 80
Squad 3, x15, flamers x2, sigil, sub flak, krak, mb 80
Fast Attack:
Renegade Sentinel Squadron, Hfx3 60
Heavy Support:
Rapier battery x3, MT, extra crew x3 79
1999
Nurgle Herald is there to summon daemons (usually Fleshhounds). The sorcerer rolls on daemonology as a spare summoner. Still in flux but I've done OK with it so far.
Wow, I'm rarely this wrong in my predictions. I figured that you'd beat him. Nothing supreme but a solid win. Turns out you got beaten like a rented mule. Sad day for all it seems. Still, you're a traitor so I suppose I won't lose too many tears :)
ReplyDeleteThose gunners would have been killed and replaced after the battle anyway. Somebody with more skill to take their place.
It was mainly down to scattering on my half and him using them terrain to his advantage. Well hopefully your predicting my victory will be more accurate next time.
DeleteI can use them as a speedbump- the Witch demagogue and the Arch Revolutionary one are both fearless.
ReplyDelete** goldenslot mobile**
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