Well, it is written in the Book of Hackneyed Old Prophecies that a meteorite shall strike the Earth, someone shall say something about someone else in a newspaper, and other stuff will happen – and all this will be taken as a sign that your correspondent may be about to finally get another game in. And you know what, it came to pass!
Having said that, I felt the pain of not having played at all since last September: rusty doesn’t begin to describe it, especially when you consider I’d only actually played four games in 6th Edition prior to this latest comeback. I know I was all set on doing a WFB army, but that just wasn’t happening so I broke out the Blood Angels again to see if my lengthy meditation on the army had had any effect on how I played with them.
Well, I ended up in a pick-up game against Eldar at 2K. None of the new Blood Angel units I’ve been tinkering with were ready for the table (strictly speaking, half the existing army isn’t quite ready, not that it hasn’t stopped me playing them for nearly two years on-and-off) so I took a fairly standard list (for me, anyway) – built around two full-sized Tactical Squads, half an Assault Squad, a big chunk of Death Company with their Dreadnought, a firestorm Dreadnought, Devastators with plasma cannon and an attack bike with a melta.
It turns out I have been undervaluing my Sanguinary Priest as I’ve always forgotten he gives Furious Charge to whoever’s near him, so he got another run out. Just for the hell of it I decided to give the Sanguinor his debut, and to get us up to 2000 points quickly and easily I brought Astorath along. Yes, two special characters in the same list. No, I’m not proud.
The Eldar army was led by Karandras and a huge squad of Striking Scorpions in an infiltrating Wave Serpent (I didn’t know they could do this), another big squad of Wraithguard, a Wraithlord, some Dire Avengers, some Fire Dragons (both in Wave Serpents too), a war Walker, and some D-Cannon. Oh, and a Farseer.
The mission involved grabbing control of objectives with a random value. I ended up ignoring them; the main effect they had was due to the most valuable one ending up on the roof of a colossal building in No Man’s Land.
Anyway we squeezed our armies into our deployment zones (playing 2K on a 4×4′ table has its moments) and I managed to seize the initiative. Everything trotted forward with the Attack Bike immobilising Karandras’ transport and the Dreadnought killing a D-Cannon crewman; nothing else had a shot.
Not surprisingly the Eldar had me outgunned at all ranges, and their various lances and missile launchers were able to concentrate against my own, minimal heavy weapon units: the Attack Bike died almost at once and the Dreadnought was immobilised.
Obviously I had to close with the Eldar, but this brought me into a killing ground in front of the D-cannon, Wraithcannon, Avenger catapults and Fusion guns of the Eldar elite. I think I could have made some chances here had I not been rusty on the rules; as it turned out the mechanised Tactical Squad and the Death Company both ended up hung out to dry after leaving their vehicles but being unable to assault on the same turn (even though the vehicles hadn’t moved). The D-Cannon were devastating against my troops, still somewhat bunched as they were after leaving the transports, and the Eldar’s psychic presence – Puppet Master and Psychic Shriek – took a savage toll as well.
When the Death Company are wiped out in a single turn’s shooting without ever executing a charge, you know the Blood Angels are in for a torrid game, and yet it wasn’t all bad. The mid-to-late game put a smile back on my face as one Assault Marine and the Priest assaulted and slaughtered all of the gun crews, while the Sanguinor single-handedly wiped out the Fire Dragons on the charge.
At this point we had to halt the game, but I was prepared to concede – I had left the Sanguinor, on his own in the open, the two Assault models, a Tactical Squad bogged down in a frustrating sniping match with a Wave Serpent, and the Devastators (who were in a prime position to get Puppet Mastered every turn by the Farseer). After hiding from the Sanguinor in his immobilised transport for the entire game, Karandras and his retinue had finally emerged while the main objective was occupied by Wraithguard (one advantage of this was that they could barely shoot at anything, the ground was practically out of range of their guns). In theory I had two more turns to play but I doubt I could have shifted the Wraithguard.
Hey ho, we shall never know. What do I take away from this game? A burning sense of familiarity with the disembarkation rules, for one thing, but also some food for thought about army composition, as I’m not sure how I could have improved my chances in this game.
Well, a Librarian might have given me some psychic protection against the Farseer’s trick powers, I suppose: this guy really was a pain, but partly down to sheer luck – using Puppet Master, he killed two Death Company with a hand flamer (!) and immobilised the DC Dreadnought using a plasma cannon. Psychic shriek was also very nasty. But the main problems I felt I faced were dealing with the Eldar artillery and AT guns at a distance. It occurs to me that the hit-anywhere (on a good day) charge of a Vanguard Squad would have been massively useful against the D-Cannons, which – as it turned out – badly damaged the Death Company and utterly obliterated a full Tactical Squad. Would a Devastator Squad with four missile launchers have been more effective? I can’t help but think so; but then they would have been a priority target and required ablative squad members, so we’d be looking at a 200+ point unit rather than the 100+ points the existing one was.
Oh well: the ability of the Blood Angels to cause carnage at close quarters got a bit of a demonstration, although the Priest needn’t really have brought his chalice – the Assault Squad had the Red Thirst anyway. And the Sanguinor didn’t exactly distinguish himself, firstly by giving his blessing to the Devastator Sergeant (gee, thanks), and then by charging a Wave Serpent and missing with all six of his 3+ attacks. He didn’t get a chance to engage Karandras, which is where he really would have shone, I suspect, but he wasn’t embarrassing either. Astaroth was really very average, as usual: I’m starting to agree with everyone that he should only come to the table if you want to unlock multiple Death Company squads for your army.
Hey ho, not a brilliant comeback, but it could have gone worse. Sort-of in the works at the moment are the other half of Assault squad III/8, a Land Speeder, a Stormraven gunship, and an Honour Guard retinue for Captain Zedrenael, but the call of a Vanguard Squad – or at least Assault Terminators – is hard to ignore. The game I have provisionally lined up for next week is against a Blood Raven army at 1500 points, and I’m not quite sure which way to go in it. My main point of concern is the fact that I’m 95% certain the Blood Raven general is taking a Stormtalon, which I currently have no way of engaging at all (I can’t finish my own gunship by next week and even if I did I’ve no way of transporting it to the game venue).
I’m not really looking for advice on list design in general, but I do wonder how – short of a Stormraven – other Blood Angel armies get their AA complement? Especially given that the AA unit of choice for most Space Marine lists (the Contemptor Dreadnought with helical targeting array) is specifically not available for our army. Personally I’ve mainly contemplated a throw-enough-mud-and-something’ll-stick approach – a 9th Company Dreadnought with twin autocannon mounts, for example – but I know this is neither an elegant nor a realistic solution given the nastiness of some of the fliers out there. What do other people do? I would be interested to hear, even if it’s mainly of academic interest ahead of next week’s engagement. I suspect I will just have to try and hide from the plane by getting everything into combat as fast as possible; at least that will play to the army’s strengths.
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