So, the day of the long-planned, much-contemplated battle between the Blood Angels and the Blood Ravens finally arrived. I had, if I’m honest, been pre-thinking this one rather too much, writing at least three lists before settling on the one I eventually took. This probably constitutes list-tailoring, which I usually abhor, but I didn’t fancy getting blown off the table by the Blood Ravens’ massed firepower, and I wanted to give my opponent a decent match.
In the end I knew I would be staring down the barrels of a Vindicator gun, a Thunderfire cannon, three lascannons, and various sniper rifles and squad heavy weapons, to say nothing of the weaponry of the Storm Talon, so I decided to swamp the Ravens with multiple targets in the hope something would get through and do some damage up close. I left Captain Zed on the bench in order to give my Assault Marines some backbone through the presence of a Chaplain, took a mechanised Tactical Squad and a full Assault Squad, minimaxed Death Company and a Death Company Dreadnought, filled up my Fast Attack choices with a Baal Predator, an Attack Bike and a Land Speeder, and finished off with my regular picks of a Furioso, a Sanguinary Priest and a regular Dreadnought (with only the basic load-out for once).
The Ravens turned up with two full Tactical Squads on foot, sniper-rifle Scouts, a three-lascannon Predator, a Vindicator, a drop-podding Dreadnought and a Thunderfire Cannon. New to the build this week were six hammer-toting Terminators led by a Librarian in Terminator armour. These gave me serious pause, as I know just how hard to kill they can be (that’s the reason why I have some myself) – only my Dreadnoughts could reliably get through their 2+ saves and nothing could touch their 3+ shield saves.
And, well – well, the annoying thing is that GW Oxford has changed the hours of their games night so it concludes at 8pm. For those of us who work until 5pm this makes playing a full game, even at only 1500 points, a considerable challenge. Time limits (two hours a game) and/or fairly draconian points caps (1000 points on a 4×4 table does not seem unreasonable) are surely on the way. Either way, we only finished three turns of a potential seven.
I was lucky and got both the first turn and Night Fighting, and everything moved forward in a frontal assault on the Raven deployment zone. New Model Syndrome bared its teeth as the Baal Predator crashed into terrain hoping to eliminate the Scouts and immobilised itself on turn 1. Thankfully the Raven shooting was harsh, but not cripplingly so, and I was lucky with Jink saves on the Speeder and Bike: my main worry was their Dreadnought, which dropped into my deployment zone.
On turn 2 the central thrust continued from the Tactical and Assault Marines, with the Death Company Dreadnought also on the march and the Furioso preparing to engage the Raven Dreadnought. The Speeder and Attack Bike whipped around the Raven flank, destroying the Vindicator and threatening multiple units. The Furioso killed the enemy Dreadnought leaving me still confident.
Neither the Terminators nor the Storm Talon put in an appearance on turn 2, but the volume of fire the Ravens were able to generate was still worrying, and my inability to pass Feel No Pain tests was a bit irksome. The Assault Squad was heavily whittled down and the improved armour on the front of the Furioso also proved its value.
On turn 3 I finally got to assault, using the Attack Bike to draw off the Overwatch of the Tactical Squad and allow the surviving Assault Marines, Chaplain, and Priest to get in unmolested, while the regular Dreadnought assaulted the Drop Pod – the Death Company Dreadnought was out of range of the last surviving Scout. I think I made my biggest tactical mistake of the game in challenging the Raven Sergeant with my Sanguinary Priest; the two characters killed each other taking my Feel No Pain save with them – the Chaplain would have been tougher and faster in the challenge and allowed the Priest to hack down some regular guys. I’m not sure there’s any value to challenging a regular sergeant with a chainsword at all. (My biggest rules mistake was forgetting Hammer of Wrath for the Assault Marines and Attack Bike, but hey ho.) The Blood Ravens hung in there anyway, but their Drop Pod was trashed.
My opponent’s variable luck continued on his turn 3 as he failed both his 3+ reserve rolls again. The second Tactical Squad and the cannon fired at my Tactical Squad but only killed a single marine, while the Predator’s attempt to kill the Death Company Dreadnought was hampered by the improved cover save the Techpriest on the cannon had bestowed on the terrain it was moving through. The combat between the Assault Marines and the Raven Tactical Squad turned into a bit of a slugging match, but the Angels won and the Ravens fled. The game was finely poised; I was in a position to assault either or both of his Tactical Squads on the following turn, the Attack Bike was positioned to threaten the Predator, the Death Company Dreadnought would almost certainly have wiped out the Scouts, the surviving Death Company were slowly trotting into assault range… On the other hand the Terminators and Librarian presented a massive threat and I had nothing which could reliably damage the Storm Talon, and all of these things were on their way to the table.
But we had no time. Pointswise it was 3-3, so we called it a draw – which we both agreed was a fair result. It had been a terrific game so far, and it was bitterly disappointing to have to abandon it halfway through.
My strategy seemed to work pretty well, dubious decisions with the Baal Predator notwithstanding (I was unlucky with the dice, obviously – is it worth putting a dozer blade on this thing? It would mean covering up some paintwork I’m very happy with). The only thing I might change would be to drop the Death Company units in favour of my own Terminators, now that I know the Blood Ravens are taking them too (we are already discussing a rematch in a more congenial venue).
I was rather impressed with how well the flank move by the Land Speeder and Attack Bike went. Bikes seem to have the potential to be seriously good in 6th Ed, but no-one seems to have noticed this yet – I’m almost tempted to dust off my plans for a White Scars army; basic T5 and an innate 5+ cover save when moving make for a very resilient force, while Hammer of Wrath is a nice perk too (when you remember it). The Land Speeder also seemed rather tasty: in larger games I can imagine a contingent of two Speeders and three Attack Bikes making the same kind of flanking move and causing a serious headache for most armies.
In the end though this was more about where and when we played the game than the rules and tactics themselves. This was a shame, so perhaps the biggest lesson was to start to think about other possibilities in this area. As usual we shall see.
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