So after this past weekends tourney win I was willing to play another 1750 game with my Blood Angels against Ming's Ultras. We got to our FLGS late for our weekly wed 40k night. Almost all the tables in the store were being used and we had like 20 people playing 40k...never seen that many all at once for just a casual night. Everyone had paired up and I was forced to play Ming. We rolled off on the list of missions and got the mission with a center objective as primary and table quarters as secondary. It was spearhead deployment and we rolled off for choice. I got a 2 and he got a 1! I chose to go second so I could react to him and take table quarters and contest easier.
1750 Points Rough Lists:
RIPPEDDRAGON
Libby w/ jump (rage, shield)
Libby w/ jump (rage, shield)
Priest w/ jump, pw, mb
Priest w/ jump, pw, mb
Priest
10 Man Asslt sqd 2x melta and PF
10 Man Asslt sqd 2x flame and TH
10 Man asslt sqd 2x flame and TH
5 Man asslt sqd 1x melta and Razorback w/ TL Plas and LasC
5 Man asslt sqd 1x melta and Razorback w/ TL Plas and LasC
Pred LasC spn and AutoC
Pred HvyBltr spn and AutoC
(same list as this last tourney)
Ming
Libby w/ Termi (Null Zone, Vortex)
Pedro Cantor
Sternguard Razorback TL LasC
Sternguard rhino
Tac Razorback TL LasC
Tac Rhino
Speeder w/ melta and hflamer
5x Termi 2x THSS 3x LC and Landraider
(typical Pedro Cantor Castle)
He deployed everything in one big clump and I deployed all my tanks and one 2x flamer squad w/ a Priest and a Libby behind a tank wall. My Razorback were in front of my preds.
His turn 1:
He moved up and shot one Razorback and resulted in immobilizing and taking off my LasC.
My turn 1:
I moved my tanks out of cover. My working tanks near my table edge moving around a large building and my mobile dakka pred moving up to the centerline with the Assault Squad behind them.
I shot and got one pen on a Razorback and ripped off the TL LasC
His turn 2:
He shot and Immobilized my other razorback...ugh
My turn 2:
With rerolls only one combat squaded melta gun came on deep striking. They quickly mishapped and I rolled and got them back in reserve. I held my position and shot at his tanks. I managed to rip off a TL LasC on his LR.
His Turn 3:
His shots did almost nothing and he popped the remaining smoke on his tanks.
My Turn 3:
The Flamer squad and Libby and Priest still fail at life with rerolls...ugh
Both melta squads land on either side of his hatches on the LR sitting on the center. I jump my Flamer squad over my pred toward his LR that should die. Both melta hit and both fail to pen. All my other shots do nothing. I charge in with my S9 Thunderhammer and fail to even hit on a 4+. My melta bomb also misses.
His Turn 4:
His castle opens up to try and wipe me. I get off shield and was within range to give cover to all my assault marines as well as FNP. He uses his orbital bombardment and vortex and all the melta and las cannons...he rapid fires with sternguard. He kills 3 guys to my amazing dice rolls for my saves. He charges into a melta squad and my flamer squad. I lose the melta squad and kill one lightning claw and run away with 6 guys...i only flee 5 inches and will keep running.
My turn 4:
I roll snake eyes and fail to get my flamer squad in again...wow just wow
My assault squad runs like 5 inches and my melta squad goes to melt the land raider. I pen but get immobilized. Luckily he moved it off the center objective first! I shot the rest of my army at the termis and kill a lightning claw. I multicharged the termis and killed a thunderhammer and I was wiped. He moved toward my fleeing squad.
His turn 5:
His shots dont touch my tanks and he charges into my fleeing assault squad. I kill off his libby with my TH and pass morale.
My turn 5:
My flamer squad lands near the center objective and spreads out. My dakka pred rams a razorback on the center objective and Stuns it. The rest of my shots wreck the tank. I need to contest the center if the game ends. In the termi CC I kill off the lightning claw.
His turn 6:
He spreads out on table quarters and shoots at my assault squad and kills one and fails to wreck my pred. I fail to kill his TH and he fails to kill anything.
My turn 6:
I charge into the center with my assault squad. My rolls are fail but I manage to break a stearnguard in one quarter and contest all the others. The combat with the termi results in everyones death except my TH.
We roll and the game ends. He contests/controls 3 quarters. The center is contested and I have one table quarter because one stearnguard squad broke. A minor win for the Blood Angels
I made several tactical mistakes during the game and compiled on top of that my rolls were terrible the whole game. A win is a win and I will take it.
I bought a stormraven with the tourney winnings and I look forward to running Lemartes and 10x death company 8x pw and 2x TH!!!
Thanks for reading..subscribe on the right and post a comment below!!
RIPPED
This blog will focus on 40k and RIPPEDDRAGON's ork and blood angel army.
Thursday, March 24, 2011
Monday, March 21, 2011
3/20/2010 Tourney Report
After nearly 6 months when I played my Blood Angles in Ard Boyz Nationals I decide to dust them off for a tourney. I painted my first tank and got cranking on my list and building more guys! All out push for my first tourney at my FLGS with my Blood Angels.
Time to flex my nuts and go for broke and hopefully come out with the win.
Game one was my first time playing against Black Templars. My opponent had not really played in 6 years but would give me a good fight. We had a list of objectives and had to pick one as a primary and another as a secondary. The primary was worth 2 points and secondary was worth 1. It can be found here . I picked Blitz as primary and Domination as secondary. Pretty easy for me because of all the priests and libbys I have to get me to the 4 I need in his deployment. We fought hard through the center and I quickly tar pitted his army and we both started taking heavy losses. Finally my libby with a priest and 10 man jump squad land and the following turn kill 3 squads and a Chaplain to clear the board and win me the game.
Next was a table quarter mission from a previous Ard Boyz. I was playing vs a chaos Thousand Suns list. He had 3 squads in rhinos, 3 preds, 2 princes. Pretty simple list and nasty ap 3 bolters and flamers. The game was won for me when I charged into 2 princes and a squad and killed one and hit the other with a thunder hammer only to follow up with killing him the next turn. His squads tar pitted my squads most of the game but in the end I came out tabling my opponent and then getting almost full points. I was now in the lead for the day and would have to play one more round for the win.
Round three was against another templar player. Holy crap now I can use what I learned in game one and play better. I also learned that my opponent had been using many of his rules wrong and to his advantage...oh well. I was now against a semi gunline opponent. 2 termi squads with 2x cyclones each, 2x speeders with cyclones, 2x tl las rzr backs, a pred, 2x las cannon squads. This game was to be fought over the table center being the only objective and table quarters as a secondary mission. He won the roll and went first. I set far away and behind cover. His shots killed one of my rzr backs but did nothing else. I then moved up and used one of my tanks to screen a 10 man assault quad and had my melta squad combat squaded and deep striking. His turn 2 he failed to kill my one tank wall! I followed up by assaulting and killing his terminators, a rhino, and a razorback. The center would become a large assault tar pit. My meltas took out the rest of his tanks and I eventually tabled him and had 3 5 man squads remaining.
Great day for me...I won another tourney! We had 18 players for the tourney. 2nd place went to IG and a tie for 3rd with 2 ultras. Best sport went to a new kid probably around 13yrs old. This is the third army I have won a tourney with. The one most people dont know is I won with Chaos once last year. Ming and I had been painting a chaos army and I got to play it for a few games and went out and won a tourney. I might just have to play Mings Ultras to win a tourney! HAHA
Hoped you liked the read!
RIPPED
Time to flex my nuts and go for broke and hopefully come out with the win.
Game one was my first time playing against Black Templars. My opponent had not really played in 6 years but would give me a good fight. We had a list of objectives and had to pick one as a primary and another as a secondary. The primary was worth 2 points and secondary was worth 1. It can be found here . I picked Blitz as primary and Domination as secondary. Pretty easy for me because of all the priests and libbys I have to get me to the 4 I need in his deployment. We fought hard through the center and I quickly tar pitted his army and we both started taking heavy losses. Finally my libby with a priest and 10 man jump squad land and the following turn kill 3 squads and a Chaplain to clear the board and win me the game.
Next was a table quarter mission from a previous Ard Boyz. I was playing vs a chaos Thousand Suns list. He had 3 squads in rhinos, 3 preds, 2 princes. Pretty simple list and nasty ap 3 bolters and flamers. The game was won for me when I charged into 2 princes and a squad and killed one and hit the other with a thunder hammer only to follow up with killing him the next turn. His squads tar pitted my squads most of the game but in the end I came out tabling my opponent and then getting almost full points. I was now in the lead for the day and would have to play one more round for the win.
Round three was against another templar player. Holy crap now I can use what I learned in game one and play better. I also learned that my opponent had been using many of his rules wrong and to his advantage...oh well. I was now against a semi gunline opponent. 2 termi squads with 2x cyclones each, 2x speeders with cyclones, 2x tl las rzr backs, a pred, 2x las cannon squads. This game was to be fought over the table center being the only objective and table quarters as a secondary mission. He won the roll and went first. I set far away and behind cover. His shots killed one of my rzr backs but did nothing else. I then moved up and used one of my tanks to screen a 10 man assault quad and had my melta squad combat squaded and deep striking. His turn 2 he failed to kill my one tank wall! I followed up by assaulting and killing his terminators, a rhino, and a razorback. The center would become a large assault tar pit. My meltas took out the rest of his tanks and I eventually tabled him and had 3 5 man squads remaining.
Great day for me...I won another tourney! We had 18 players for the tourney. 2nd place went to IG and a tie for 3rd with 2 ultras. Best sport went to a new kid probably around 13yrs old. This is the third army I have won a tourney with. The one most people dont know is I won with Chaos once last year. Ming and I had been painting a chaos army and I got to play it for a few games and went out and won a tourney. I might just have to play Mings Ultras to win a tourney! HAHA
Hoped you liked the read!
RIPPED
Tuesday, March 15, 2011
2 Quick Batreps
This past week I have been working on refining my 1750 BA list for this months tourney. On the normal Wednesday night games I played vs dark eldar and then this weekend I played against ming's ultras.
The game vs DE was annihilation and spearhead deployment. He had a reservy web way portal list. I said screw it and was forced to go first so I deployed everything. Over the first two turns I spread out over his border and waited for him to come on. He came on 2 units a turn and I slaughtered them every turn. Watching them try to kill 3+ armor with a FNP is funny. They may swing a lot and fast but the power behind them is like a child hitting me in the legs over and over..its annoying but just pick him up and throw him. I lost a razorback and a few guys and tabled him.
The game vs ultras was going to be interesting. We were playing an adepticon mission. Goals were kill more non troop units then your opponent, control more table quarters, and have the only hq unit within 3 inches of the board center. He was all mech with sternguard and Pedro Cantor. I made him go first and he moved to the center of the board and castled up...ugh big mistake reserving everything on my part. I should have not let him castle around pedros +1A bubble. I dropped in with one flamer squad on the far side and drove all my tanks on turn 2. My melta squad and other flamer quad managed to not get on even with rerolls. I shot some and hunkered down waiting for turn 3. Turn 3 I landed and threw meltas into his raider and only one pen and rolled a one. From then on the middle of the board was a huge tar pit of death. Game ended with me having both 5 man rzr quads alive and only 5 of 30 assault marines alive. I also had a pred and a razorback alive. My opponent had his land raider, a stunned rhino, 7 marines, and a termi libby left. I had 2 table quarters and he had 1, I won on kps, and no one had the center with a hq.
That game was a tough one and I had some poor rolling but I am getting better with my blood angels every game.
Thanks for following and please comment,
RIPPED
The game vs DE was annihilation and spearhead deployment. He had a reservy web way portal list. I said screw it and was forced to go first so I deployed everything. Over the first two turns I spread out over his border and waited for him to come on. He came on 2 units a turn and I slaughtered them every turn. Watching them try to kill 3+ armor with a FNP is funny. They may swing a lot and fast but the power behind them is like a child hitting me in the legs over and over..its annoying but just pick him up and throw him. I lost a razorback and a few guys and tabled him.
The game vs ultras was going to be interesting. We were playing an adepticon mission. Goals were kill more non troop units then your opponent, control more table quarters, and have the only hq unit within 3 inches of the board center. He was all mech with sternguard and Pedro Cantor. I made him go first and he moved to the center of the board and castled up...ugh big mistake reserving everything on my part. I should have not let him castle around pedros +1A bubble. I dropped in with one flamer squad on the far side and drove all my tanks on turn 2. My melta squad and other flamer quad managed to not get on even with rerolls. I shot some and hunkered down waiting for turn 3. Turn 3 I landed and threw meltas into his raider and only one pen and rolled a one. From then on the middle of the board was a huge tar pit of death. Game ended with me having both 5 man rzr quads alive and only 5 of 30 assault marines alive. I also had a pred and a razorback alive. My opponent had his land raider, a stunned rhino, 7 marines, and a termi libby left. I had 2 table quarters and he had 1, I won on kps, and no one had the center with a hq.
That game was a tough one and I had some poor rolling but I am getting better with my blood angels every game.
Thanks for following and please comment,
RIPPED
Thursday, March 10, 2011
Devs/Longfangs VS Preds VS Dreads
Here we go guys an analysis of the 3 most common HVY support choices across all marines.
First is Devs squads. These guys are immobile cheap heavy wep platforms with the best bang for your buck. You can customize these guys and even give them a transport. You can buy extra wounds so that the weps don't die first. The main problem of these guys is MOBILITY. They cannot move and shoot.
Next is Predators. These bad boys pack a punch with the advantage of front armor 13 and mobility. The two viable builds are HVY bltr or Las Cannon Spn and an Auto Cannon turret. They don't have many extra wep choices and can easily be shut down with any pen or glancing hit. They also have rear armor 10 and are an easy close combat kill.
Then we have Dreads. They are mobile firing platforms with some close combat ability. They have a wide verity of wep options. It is much harder to kill these guys in close combat.
Honestly all three of these are viable choices and all come down to personal preference. However, with the specialization of these in certain codex some become better choices then others.
Space Pups have the dreaded long fangs. The change to be able to split fire at 2 targets make these guys way better then the other heavy options.
Emo Vamps have all rhino chassis with better engines making them fast. Now the mobility of the predator is way more then the Dread and with the high speed of the rest of the codex these guys are the clear choice for blood angels.
Ultras have no clear specialization and treat all these choices the same in power with the trade offs listed. Your choice here comes down to personal preference.
As a side note the Vindicator is just bad. One wep destroyed make the tank useless and it is over pointed for what it does.
The WW is cheap but dosnt have the killy power and just suffers the same problem as the Vind.
RIPPED
First is Devs squads. These guys are immobile cheap heavy wep platforms with the best bang for your buck. You can customize these guys and even give them a transport. You can buy extra wounds so that the weps don't die first. The main problem of these guys is MOBILITY. They cannot move and shoot.
Next is Predators. These bad boys pack a punch with the advantage of front armor 13 and mobility. The two viable builds are HVY bltr or Las Cannon Spn and an Auto Cannon turret. They don't have many extra wep choices and can easily be shut down with any pen or glancing hit. They also have rear armor 10 and are an easy close combat kill.
Then we have Dreads. They are mobile firing platforms with some close combat ability. They have a wide verity of wep options. It is much harder to kill these guys in close combat.
Honestly all three of these are viable choices and all come down to personal preference. However, with the specialization of these in certain codex some become better choices then others.
Space Pups have the dreaded long fangs. The change to be able to split fire at 2 targets make these guys way better then the other heavy options.
Emo Vamps have all rhino chassis with better engines making them fast. Now the mobility of the predator is way more then the Dread and with the high speed of the rest of the codex these guys are the clear choice for blood angels.
Ultras have no clear specialization and treat all these choices the same in power with the trade offs listed. Your choice here comes down to personal preference.
As a side note the Vindicator is just bad. One wep destroyed make the tank useless and it is over pointed for what it does.
The WW is cheap but dosnt have the killy power and just suffers the same problem as the Vind.
RIPPED
Wednesday, March 9, 2011
Power Fist VS Thunder Hammer
For quite some time now I have gotten some flak from some of the gamers at my FLGS saying that Hammers are worse then PF purely because they cost more. Well today I am going to back my reasons up for having TH over PF and hopefully if you readers get a chance to pick TH over PF from now on you will always go with the TH.
Power Fist or PF: Doubles the users base strength to a max of 10 and strike at Initiative 1. Furious charge and other modifiers are added in after the doubling of the base.
s4->s8 or s4->s8->Furious Charge->s9 on the charge....Points: 25
Thunder Hammer: Same as above with the additional rule of; no matter what the damage result on vehicles add crew shaken(cant shoot) and any model wounded by a TH strikes at Initiative 1 next combat. TH cost 5 more points so... Points: 30
Hidden PF has always been the norm for me in any squad numbering 10 or more guys(this goes for my orks too). This golden rule buffs every squad into a much more deadly version of them selfs in close combat. You need this because of how bad grenades are against walkers in 5th Edition. Plus the extra strength is great! This also causes instant death on probably 90% of all models in the game.
There have been so many games where I have seen a Dread, Kans, or Monstrous Creature get into combat and have no fear of dieing because no one in the squad can kill them. Take a PF and stop gimping your squads CC ability.
If you still arnt convinced you need a PF then stop reading I dont care about you anymore and my Kans will eat your squads for breakfast all day...even through dinner!
Now for TH vs PF here we go:
The TH just pushes that good thing of a hidden PF one step further. The extra bonuses for 5 points have always been worth it. All you have to do is stop a tank from shooting once and save 1 guy and you are ahead of the game on points. Or better yet save a few or an IC by making a monstrous creature swing at I1 rather then I6 or something crazy! Plus would you rather look like Hell Boy with a fat hand or Thor with a big mother fucking hammer!
Almost every game I play the TH makes its points back and if you have 2-3 you increase the chances you will get your points worth.
Stop being shitty old Hell Boy and trade in for Thor!
If you are a codex without thunder hammers as options I feel bad for you...not!
RIPPED
Power Fist or PF: Doubles the users base strength to a max of 10 and strike at Initiative 1. Furious charge and other modifiers are added in after the doubling of the base.
s4->s8 or s4->s8->Furious Charge->s9 on the charge....Points: 25
Thunder Hammer: Same as above with the additional rule of; no matter what the damage result on vehicles add crew shaken(cant shoot) and any model wounded by a TH strikes at Initiative 1 next combat. TH cost 5 more points so... Points: 30
Hidden PF has always been the norm for me in any squad numbering 10 or more guys(this goes for my orks too). This golden rule buffs every squad into a much more deadly version of them selfs in close combat. You need this because of how bad grenades are against walkers in 5th Edition. Plus the extra strength is great! This also causes instant death on probably 90% of all models in the game.
There have been so many games where I have seen a Dread, Kans, or Monstrous Creature get into combat and have no fear of dieing because no one in the squad can kill them. Take a PF and stop gimping your squads CC ability.
If you still arnt convinced you need a PF then stop reading I dont care about you anymore and my Kans will eat your squads for breakfast all day...even through dinner!
Now for TH vs PF here we go:
The TH just pushes that good thing of a hidden PF one step further. The extra bonuses for 5 points have always been worth it. All you have to do is stop a tank from shooting once and save 1 guy and you are ahead of the game on points. Or better yet save a few or an IC by making a monstrous creature swing at I1 rather then I6 or something crazy! Plus would you rather look like Hell Boy with a fat hand or Thor with a big mother fucking hammer!
Almost every game I play the TH makes its points back and if you have 2-3 you increase the chances you will get your points worth.
Stop being shitty old Hell Boy and trade in for Thor!
If you are a codex without thunder hammers as options I feel bad for you...not!
RIPPED
Monday, March 7, 2011
BA vs Eldar and BA vs Ultras breif
This past week I decided to start focusing more on my blood angels. I got two games in this past week against two local gamers at our FLGS.
Both games were played at 1750 points.
I used:
2x Lib /w JP (sword,rage)
2x 10 man Asslt Squads 2x flamers PW and hand flamer
10 man Asslt Squad 2x melta and TH
2x 5 man squad TL Las Rzr
3x Sang Priests 2x pw and 2x JP
2x AC LS Preds
After playing BAs more I have really come to love jump packs and the mobility and utility they bring.
The Eldar for my first game were playing an Eldrad and Seer Council List. This wouldnt be a bad game with my hoods and FNP.
We were playing Spearhead and Capture and Control
The game started out with his Seer Council charging into combat with a 10 man squad with a lib and a sang. I killed one of them and managed to lose my lib. This combat would be a long boring fight that brought in all of my squads except one charging in. I lost a 10 man squad a sang and a lib due to a really low chance deep strike misshap. Eventually I killed the Seer Council but was still in combat with the HQ and couldn't kill the last character...ugh. My troops were either dead or tied up. I went for a rush on his objective for a tie and managed to get less than an inch away from a tie with a fast pred.
The next game was against a 3x venerable dread a land raider and 3 10 man squads. Ugh so mugh hardend targets to kill.
Setup was DOW and playing Annihilation
I let him go first so I could pick out the tanks that spotlighted and drop later giving him one less turn to kill my jump guys. On turn one he managed to rip the LC off a Rzr. After that I drove on and hell broke loose. I began by stopping two of his venerables from moving for the rest of the game and only one more to go. His return fire managed to stun 3 of my tanks. Then I dropped in everything and began to tear him apart. In the end he had only killed a lib and one pred while I killed everything except a dread and the land raider. This all after 7 full turns.
I am learning and getting better with these guys. Its hard having just a fun army after playing all of 5th ed with my orks and crushing most of these guys by turn 4. I like painting the blood angels way more then the randomness of the ork models. I want to feel comfortable with my tournament play with these guys too so I can do well in our monthly tourneys at our FLGS. I will be getting more units and options for my BAs and hopefully find a list that I like and can work with it as a core like I did with my orks.
Both games were played at 1750 points.
I used:
2x Lib /w JP (sword,rage)
2x 10 man Asslt Squads 2x flamers PW and hand flamer
10 man Asslt Squad 2x melta and TH
2x 5 man squad TL Las Rzr
3x Sang Priests 2x pw and 2x JP
2x AC LS Preds
After playing BAs more I have really come to love jump packs and the mobility and utility they bring.
The Eldar for my first game were playing an Eldrad and Seer Council List. This wouldnt be a bad game with my hoods and FNP.
We were playing Spearhead and Capture and Control
The game started out with his Seer Council charging into combat with a 10 man squad with a lib and a sang. I killed one of them and managed to lose my lib. This combat would be a long boring fight that brought in all of my squads except one charging in. I lost a 10 man squad a sang and a lib due to a really low chance deep strike misshap. Eventually I killed the Seer Council but was still in combat with the HQ and couldn't kill the last character...ugh. My troops were either dead or tied up. I went for a rush on his objective for a tie and managed to get less than an inch away from a tie with a fast pred.
The next game was against a 3x venerable dread a land raider and 3 10 man squads. Ugh so mugh hardend targets to kill.
Setup was DOW and playing Annihilation
I let him go first so I could pick out the tanks that spotlighted and drop later giving him one less turn to kill my jump guys. On turn one he managed to rip the LC off a Rzr. After that I drove on and hell broke loose. I began by stopping two of his venerables from moving for the rest of the game and only one more to go. His return fire managed to stun 3 of my tanks. Then I dropped in everything and began to tear him apart. In the end he had only killed a lib and one pred while I killed everything except a dread and the land raider. This all after 7 full turns.
I am learning and getting better with these guys. Its hard having just a fun army after playing all of 5th ed with my orks and crushing most of these guys by turn 4. I like painting the blood angels way more then the randomness of the ork models. I want to feel comfortable with my tournament play with these guys too so I can do well in our monthly tourneys at our FLGS. I will be getting more units and options for my BAs and hopefully find a list that I like and can work with it as a core like I did with my orks.
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