Playing in my last few games, I’ve found myself becoming increasingly aware of what I’d call the ‘dead wood’ factor: the fact that quite significant chunks of my army just aren’t pulling their weight. Last time, for instance, virtually all the productive killing (i.e., when not under Eldar psychic control) was done by the Assault Squad (with an honourable mention for the Sanguinor). Thinking further back, I do recall commenting that most of my early victories were largely the result of Mephiston and the Death Company slaughtering large parts of the enemy force virtually unsupported.
This week, however, I found myself in a game where virtually everything pulled its weight. I had arranged to play our local Blood Ravens merchant and had even gone so far as to buy some new kit to counter the build I know he favours, but for silly little reasons the game never happened and now we have a fortnight’s wait before another opportunity arises. (Shocking levels of attempted intimidation and headology are now taking place, with us casually wandering past each other at games nights muttering things like ‘Thunderfire cannon’ and ‘Baal Predator with flamestorm cannon’ just loud enough to be heard.)
So I ended up playing a Chaos Marine army at 1K. I was mildly appalled by how few Blood Angels you get at this point size (and this was before I realised I was actually well over the agreed points – subtraction isn’t my forte and I was cutting down a 1500 point list). I ended up with Captain Zedrenael of the 8th Company, accompanied by a Chaplain and a Sanguinary Priest, leading into battle a demi-Assault Squad and a mechanised Tactical Squad (both 3rd Company, not that it really matters). Backing them up were a Furioso and a regular Dreadnought carrying twin autocannon (a slightly exotic load-out, but… well, that’s an explanation for another time).
The Chaos army was equally compact and consisted of a pack of Noise Marines, a mob of Cultists led by a Dark Apostle, a pack of Chaos Terminators (these had me rather worried) and a Slaughterbrute (ditto, until I realised it was just a Chaos Dreadnought after a rebranding exercise). In command was Lucius the Eternal.
The game boiled down to a tussle over two objectives, both in ruins in the table centre. I kept to one corner and put the Tactical Squad’s rhino on the flank, with the Assault Squad and characters taking cover behind the two Dreadnoughts. Facing me from left to right were the Slaughterbrute, Lucius, the Cultists and Apostle, and the Noise Marines (the Terminators opted to Deep Strike).
I got the first turn and everything trundled forward, the Furioso and rhino both popping smoke. The autocannon dreadnought scored four wounds on the Noise Marines but they passed all their saves: they call the autocannon an anti-vehicle weapon for a reason, I suppose.
The Chaos forces on the left pushed forward towards the ruins, the Slaughterbrute circling round to get sight of the rhino. The Noise Marine shooting brought the first nasty shock of the game as I learned their heavy weapons ignored cover as well as Feel No Pain: two Assault Marines went down hard. The rhino blew up, killing a single Tactical Marine but allowing the multi-melta in the squad to shoot at the Slaughterbrute at full effect next turn.
I continued to push forward on turn 2 with everything but the Tactical Squad, who opened up at the Slaughterbrute with multi- and combi-meltas. Both missed, of course, leaving the squad looking very exposed. The autocannon dreadnought mowed down a few Cultists.
On Chaos turn 2 the Terminators arrived, and – in a probably decisive move – teleported down where they were flanking my Dreadnoughts, rather than close to my infantry. Not that there was very much of that left: blastmasters and doom sirens opened up and wiped out the remaining Assault Marines, leaving just the three officers standing – at least they were now in assault range of the Cultists in the central ruins. In another key decision the Terminators opened fire on the autocannon dreadnought and destroyed it. Equally tellingly, luck was against the Chaos army on the left as both the Slaughterbrute and Lucius attempted to assault the Tactical Squad, but rolled 3s for their charge range and were left dangling, Lucius having taken a wound to overwatch fire. The only bright spot was that the Chaos machine had killed the multi-melta earlier in the term.
Blood Angel turn 3 and it was happy time, in theory, as I got to assault – but some of these looked much too close for comfort. Captain Z, the Chaplain and the Priest got stuck into the Cultists, which was obviously going to go my way given I was rerolling 3s to hit and needed 2s to kill, while the Furioso steeled itself to engage the Chaos Terminators up close (at times like this I’m glad I gave it Blood Fists and not Talons). Over on the left the Tactical Squad did some serious manning-up as they took on the Slaughterbrute in close-combat.
Well, Captain Z challenged the Dark Apostle and took him apart with the greatest of ease, while the other characters killed six more Cultists for no wounds in return. Luck really was smiling on me as the Chaos general rolled snake-eyes, keeping the fight going into his next turn and shielding my characters from the attentions of the Noise Marines. The Slaughterbrute squished one marine but was immobilised by the Sergeant’s powerfist, bringing the rest of the squad into the fight as their krak grenades now only needed a 4 to glance the thing’s armour. The Furioso zapped one Terminator on the way in and flattened another in the fight, while the Terminator’s powerfists were defeated by its reassuringly high front armour.
On his turn the Chaos general did consider moving his Noise Marines up closer to one of the fights (they had nothing to shoot at), but as this could just leave them more vulnerable to an assault in my next turn he left them where they were. All he did was stick Lucius into the fight between the Slaughterbrute and the Tactical Marines. Lucius carved up the Sergeant easily, but the ‘brute lost another hull point to a krak grenade. This fight was on a knife edge, which was more than one could say for the one between the Cultists and the Blood Angels command staff: the two surviving Cultists fled the combat, freeing up the Captain and his colleagues. In the Furioso-vs-Terminators combat, the hulking cyborg crushed another of the Traitors, who again failed to damage it – but this time they fled and the Furioso ran them down, his consolidation taking him invitingly close to the Noise Marines.
My turn 4 and I was getting that game-in-the-bag feeling, provided I could stop Lucius from killing all my troops. The Captain and his fellows moved to enter the Slaughterbrute and Lucius vs Tactical Marines combat while the Furioso stomped up to the Noise Marines, declining to fire to increase his chances of being in charge range. And he was! Being Fearless, and lacking a single close combat weapon that could affect AV13, the Noise Marines could do nothing but let the Furioso splatter them across the landscape.
The Blood Angels characters entered the fray and Lucius spat his customary challenge. Chaplain Aukon looked around for Captain Zedrenael expectantly but realised the old warrior was hiding round the back of the Slaughterbrute, making a meal of fiddling with a melta-bomb. ‘You can handle this one, Chaplain,’ the Captain shouted cheerily. Muttering under his breath the Chaplain went one-on-one with Lucius the Eternal, as the Slaughterbrute exploded in the background.
Well, thank the Emperor for Rosarius saves, as after two rounds of closely fought combat the Chaplain managed to ding Lucius sufficiently on the head with his crozius for the Chaos warlord to fall over. The Chaos presence on the table now consisted of the last remnants of the Noise Marines, which the Furioso was happily battering his way through, and the Chaos general conceded with good grace, as we agreed that this had been a great game – had even a single combat gone even slightly differently, the whole outcome could have been totally different.
In my last army review I considered the Furioso to be a marginal performer, but he did the business on this outing. Notably, Blood Talons just wouldn’t have worked in this situation – there is a place for Blood Fists in an army list after all. I think putting the Terminators down so close to the one thing in my army that could reliably kill them was the biggest mistake my opponent made.
Apart from that – I’m not sure, to be honest. I’d been inclining more and more to the idea that Tactical Marines are not an optimal choice for a Blood Angels army – or at least, you have to choose between going all-out with specialist Blood Angels assault units, or just sticking with a more traditional Marine-style build and using some Blood Angel stuff to flavour it. Given my fondness for Captain Zedrenael as a warlord, I expect I will work towards the former, but still…
This was also, by the way, my first entirely Death Company-free list in… er… well, possibly ever. Obviously, I can’t say I really missed them much on this occasion, so there may possibly be food for thought there, too. Oh well. On the table at the moment are an Honour Guard squad, another Assault combat squad, and the makings of some Assault Terminators. My game with the Blood Ravens is a fortnight off so I have a little more time to decide what I’m actually going to take for that one, anyway…
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