Wednesday, 11 November 2009

An odd coincidence



I've been reading the Elric novels again over the last few months and have a hankering to build a warhammer fantasy battle force.


I've not played WFB for quite a long time and after a discussion with a few other gamers on twitter decided that I'd go the route of the Dark Elves as a base army book to build my Elric and Melnibonean themed army.

I rooted out my copy of White Dwarf which featured the Dark Elves when they were released a little while ago and got a pleasant surprise.



It includes a datasheet for Apocalypse 40k for a Blood Angels force - which is about the size of a Battle Company. It's certainly added some food for thought in my planning of the Blood Angels Battle Company.

Tuesday, 10 November 2009

Building a Blood Angel Battle Company - Part 1 - Planning

I've decided that seeing as I'm 'into' Blood Angels now I'm going to build a full Battle Company.

I've been kicking the idea around for a little while - well a long while actually as I really like the idea of the half-deranged Captain Tycho. Despite that fact that his in-game abilities are mediocre his back story is cool - assigned to combat duties on a permanent basis by the Chaplain because he is so close to the edge of being a member of the Death Company as it's the only thing to do.

I plan on picking up the GW Battleboard at some point with a view to painting it as a desert/wasteland. This will then be good for games of Flames of War in Africa, Legends of the High Seas (on islands) and Field of Glory in the middle east. The other more pertinent arena it will be good for is games of 40k set on Armaggeddon.

I've got an Ork force for 40k and with the release of Planetstrike I really want to build my collection to the point where we can fight campaign/story-driven games at home.

My 40k games at the DWS are very much one-offs but when we play at home we've usually made the games fit within some form of story.

So with this in mind my Blood Angels 40k space marine battle company will be built around the idea that they're operating on Armaggeddon during one of Ghazgkhull's invasions.

The Blood Angels were in action on Armaggeddon in both the second and third wars so that fits nicely with my intentions.

Seeing as I like Tycho's character so much he'll be my Captain and his company is the 3rd Battle Company. So that's settled I'll have to class the force as being based in the period of the second war for Armaggeddon apparently Tycho dies during the Third war (I didn't know this until I just did a google search). You learn something new every day! :)

I've already started painting my collection towards this goal, with appropriate markings on one of the tactical squads. But that was on the basis of building an all-comers list for one-off games. I've now decided on building towards a full battle company and the list building for one-off games is a secondary issue.

So what makes up a battle company?

My understanding is that a Space Marine battle company consists of:


  • Captain, Chaplain & Librarian

  • Honour Guards for the leaders

  • 6 ten men Tactical Squads

  • 2 ten men Assault Squads

  • 2 ten men Devastators Squads

  • Support in the form of dreadnoughts, tanks, bikes, land speeders and transports

  • Death Company



With the rumours of a new Blood Angels codex due out next year I'm not sure whether they'll have any details that differ from the above but I do think a bias towards assault marines wouldn't be amiss.

For the time being I'm going to aim to build along these lines though.

One question I have to resolve is how do I fit Terminators & Scouts into my army?

I suspect I'll have to paint them as marines from the first and tenth company respectively. Which is no big deal really. (If I get into a good rhythm I wonder If I'll be tempted to go for a full chapter? - let's get a company done first though!)


A new'ish direction

Having defined the general basis of the army I can now start thinking of how I'm going to illustrate this through the models themselves.

As I've already mentioned I've made a start by painting the appropriate company markings on the shoulder pads of one of my tactical squads, but that really doesn't say 'Armaggedon' so I'll be adding some Orky bits and bobs to the bases.

The other aspect of the Blood Angels is their great age - part of their gene seed mutation. I'm lucky enough to have an old collection of models so I'll be including different armour variants throughout the force as an example of the great antiquity of some the members of the company.

Seeing as Tycho is supposed to be a bit of a nut case I'll try to incorporate as many Death Company as possible when playing the army. I suspect his squads see enough action to push them close enough to the edge.

Thinking of them seeing a lot of action in battle I might have to model lots of battle damage onto the company too.

Hmmm... lots to think about going forward, I think I may have to revisit my first Tactical Squad and give them an appropriate make-over.

If you have any thoughts or experiences about building full battle companies let me know I suspect I'm going to be working on this for quite a long time.

:)

Monday, 19 October 2009

First experience of facing a tourney player and list - Blood Angels vs Orks

At DWS On Monday I faced a chap called Alex with a very meaty Ork force.

He's going to be playing in Heat 3 of the 40k Throne of Skulls in Notts, UK this November and is trying to get 10 games in with an Ork army to get a feel for how it plays.

We played a 1500pt game and his list consisted roughly of:

Battlewagon - Ghazghkull & 5 Meganobz
Battlewagon - 15 boyz, Nob PK, Big Mek with Kustom Force Field
Battlewagon - 15 Boyz, Nob PK
Battlewagon - 10 Tankbusters with rokkit launchers
10 Gretchin with Runtherd

Alex was borrowing this army from his mate who had recently placed 3rd in Heat 1 of the 40k Throne of Skulls tourney using it so you can see that it's a heavy weight list.

My list was:

Librarian with 5-man tac (PF, M) in Razorback (TL LC)
Chaplain with PP, 5-man Death Company in Rhino
Furioso, DC, Ven, HF
10-man Tac (F, ML) - combat Squaded down to two fives on deployment
5-man Ass (PP, PF)
5-man Vet Ass (2xPW, M, F)
5-man Vet Ass (BGs, PG)
Attack Bike (MM)
Attack Bike (MM)

The game was Dawn of War deployment and we were playing for objectives (we got 4 on the table). Orks had the first turn.

Here's a very blurry shot (holding phone in the air) at the end of turn 1:



I'll not go into any specifics as Alex pretty much took me to the cleaners and left me with nothing on the table at the end of his turn 5.

In hindsight I think I did myself a bit of a disservice in how I played in this game as I kind of ignored the mission in favour of seeing how all the new units in my force could deal with things. How could I pass up the opportunity of sticking a furioso Death Company dread into close assault with Ghazghkull? It just looked cool! ...even if Ghazghkull battered him (he was in his waaaghh 2+ Inv save turn).

I didn't play well at all and feel a little guilty for not giving Alex a sterner test in his tourney build up, I think I learned more in that game than Alex.

A few highlights of things that I discovered during the game were:

1. Buildings are not necessarily impassable.

When Alex deployed his Battlewagons it struck me as odd that he'd placed them all together behind a building. I knew they needed to be close to get the cover save of the forcefield but, 'his mobility is screwed' I thought. Not so it seems, on the Ork turn the Orks drove straight over the buildings making dangerous terrain tests (with re-rolls because of rams). It was as if the terrain wasn't on the table for the Orks.

Now for some players this wouldn't be a surprise but me, I was stunned - I didn't question it as Alex is playing in prep for a tourney so knows what he's doing ruleswise but I'd never seen anyone play that way.

I've always played that buildings are impassable to vehicles - it just seems right to me. But on checking the 5th ed rulebook once I got back home I realised that it says that players can agree what terrain is impassable to what units etc. at the beginning of the game.

I'd assumed everyone plays buildings as impassable - but in tourneys it appears not.

This raises a very interesting point for me as I've always wondered why there is such a rant onlne about vehicles being too powerful in 5th ed. Well now I know. If players are allowing vehicles to drive over every building and bit of terrain on the tabletop it makes vehicles insanely powerful.

When you play with buildings and other features as impassable for vehicles you create areas which limit the mobility of vehicles. This also means that you can't park on an objective if it's in a building - you've got to get out of that transport with your infantry and do the house-to-house clearance.

Playing this way opens up much more scope for tactical and strategic decisions on the use of vehicles on the tabletop and helps limit their usefulness on certain battlefields.

I've always played that buildings are impassable to vehicles in 40k and never felt that vehicles are too powerful but now having seen how a tourney player interprets the rules I can see why so many people rant about 5th being all mech.

Similarly I've always played that infantry have to use ladders, windows and doors to move through buildings. Another thing that many players don't do I can understand that this may slow down play but impassable buildings doesn't slow gametime down.

2. Rules as written or "technically is says this..."

There was one point in the game where my razorback had moved to take a pop with it's lascannon at Ghazghkull after I'd killed his meganob bodyguard off (he shrugged the shot off with his 5+ inv save). In the process of moving into position I felt I'd put my Razorback into a position to get a 4+ cover save should Alex try to take a shot at it with his Tankbusters with rokkits in their Battlewagon.

Alas no - in my understanding of playing if the majority of the shooting open-topped vehicle can't see the target in the open then there's a cover save. But according to the rules, line of sight is simply drawn from any point on the open topped vehicles hull. So Alex picked the corner of his Tankbusters Battlewagon that was poking around a building and fired their rokkits from that point. There was a clear line of sight from that corner so fair play according to the rules.

It surprised me though... I'd never seen that done, it felt counter-intuitive to me as a bunch of burly Orks with whopping Rokkit Launchers dangling on the very corner of a tank seems a daft possibility but it's how it works in the rules as written.

Another useful little lesson learned.

3. Read the rules 'stoopid!' :-D

There were also several other little things that cropped up during the game like how independent characters are treated in close combat and things like that which highlighted my hazy memory of some of the details of the rules. So I'll be rereading a few areas before my next game - I never pay that much attention to characters as I don't really see them as being what the games about - it's about the units for me. Hence my use of 'stock' HQs rather than the Special 'uber' characters available. But I'll need to get myself reminded with a few paragraphs in the 5th ed. rulebook.

The main thing is having fun!

The biggest thing that sticks with me about this game is just how good an opponent Alex was. He was fun to play against, we had a relaxed and easy-going game and I really enjoyed the experience.

I can see that competitive 40k is a very different game to the game I play on a week to week basis. Playing Alex has confirmed I'm definitely a casual player (perhaps due to growing up with the detail of Rogue Trader 40k and then 2nd ed), but the experience hasn't put me off the idea of tournaments or that style of gaming.

In a run up to a tournament think I'd have to make a few changes in my head space to how I viewed the game. I see tournament gaming as a very different way to play the game - not better or worse than the way I approach it, just very different and I'd need to adjust my own thinking to account for that.

In my own games I'll keep to playing buildings as impassable to vehicles unless we play a scenario where the structures are very unstable in which case we could have buildings getting destroyed by vehicles (and/or heavy weapons). Now that's a cool idea... :)

Tuesday, 13 October 2009

500pt and 1500pt Blood Angels 40k Lists

The 1500pt game against Orks didn't happen the other night (should be next Monday now) I had two games of 500pt 40k in 40 minutes vs Tau instead.

Both games resulted in my Blood Angels tabling the Tau on turn 5, the chap playing the Tau force hasn't really been playing that long so has a restricted model collection to base his builds around and is still learning the ropes with regards what 'works' for him tactically.

Despite the fact I cleared his forces off the table twice I think my opponent enjoyed the games. We chatted a lot during the games about the Tau and possible future builds. I hope my oppo has taken some useful lessons away from the games as we also discussed appropriate tactics with regards deployment and general 'game plan' using the Tau.

The main mistake my Tau-playing opponent was making was being too keen to get stuck into the action. Rather than sitting well back and blasting my Blood Angels from afar he succumbed to engaging me in the centre of the table for a rapid firing firefight. The Space Marine 3+ saves make a big difference in these situations.

His deployment was also a little sub-optimal in that he spread his forces across his baseline rather than refusing a flank. I would have thought that the mobility of the Jump suits and the long range of the Pulse weapons were well suited to deploying in a corner. In both games I gave my opponent the first turn.

My 500pts Blood Angels 40k in 40mins list was as follows:

1 x 10-man Tactical with Flamer, Missile Launcher & Melta Bomb on Sergeant (210)
(Split down to combat squads)
1 x 5-man Tactical with Flamer (120)
1 x 5-man Assault (140)
4 x Death Company (30) inc. three 'FREE' marines for infantry squads.

Total = 500pts

I was thinking about how the Tau could have won the game on my way back home (he played two different lists which pretty much comprised the Battle Force box set with a couple of additions for options).

I get the feeling that he needed to sit back as far as possible and simply target one unit at a time with everything he had. The Kroot proved quite 'sticky' in close combat tying up my assault unit in one game for approx. 3 turns. They look like they make very good speed bumps, protecting the Fire Warriors as they do their 'shooty' thing on other units.

It's the first time I've faced Tau and it was an interesting experience (albeit at only 500pts).

The discussions we had during and after the game about how to take out Space Marines or their equivalents led me to re-evaluate my own 1500pt 'all comers' army list.

During my drive home I decided I was going to drop my Terminator unit and replace it with a second Veteran Assault unit. My current thinking is:

Librarian (120)
5-man Tactical Squad with Powerfist and Melta (150)
Razorback with Twin-linked Lasccannon (80)

Chaplain with Plasma Pistol (115)
5-man Death Company (FREE)
Blood Angels Rhino (40)

Furioso Dreadnought Death Company, Venerable, Heavy Flamer (150)

10-man Tactical Squad with Flamer, Missile Launcher, Melta Bomb (210)

5-man Tactical Squad with Flamer (120)

5-man Veteran Assault Squad with 3x Power weapons, Melta (205)

5-man Veteran Assault Squad with 2 x Plasma Gun, Powerfist, Flamer, Rhino (220)

Attack Bike with Multi-melta (50)

Attack Bike with Multi-melta (50)

Total= 1500

I'm still thinking about the load-out for the vet assault squads. I like to keep the flamer and melta percentages high across the army list as once I've settled on it I'm not planning on changing it for a good while. I prefer building a list for all comers as it feels more like a consistent force (storywise) and also allows me to hone using it to the best of it's capabilities. I've never been interested in the rock-paper-scissor approach to list building of finding out your opponent and then building to beat it. That approach simply doesn't appeal to me.

Hmmm...powerfist or not in that second Veteran Assault squad?

PS - I've seen the rumour of a new Blood Angels Codex floating around the tubes - hope it's true. Being able to field two special weapons and have no heavy weapons would be perfect for me. Flamer/Melta combos would be my preference for tactical squads. :)

EDIT: I think I'll keep the Plasma Gun toting Veteran Assault squad with Jump Packs - the mobility (and option to Deep Strike) with that kind of firepower looks very useful. And it's cheaper to buy extra Jump packs than a new rhino :)

Saturday, 10 October 2009

Current Blood Angels 40k 1500pt list


We play a lot of different sized games of 40k down at the club. Some players prefer the small scale games of 1000/1250, the staple size for many seems to be 1750pts but tourney practise games are played at 1500.

We even have odd sessions of combat patrol (400pt) games.

We seem to have a good spread of armies too with two IG armies, two or three Ork forces, two CSM armies, Daemons, a couple of Tyranid forces, Ultramarines, a couple of Tau and an Eldar player.

That list is what is usually on the tables although all of us have two or three armies so the mix can change week to week.

My current 1500pt list for playing 40k with Blood Angels is:

Librarian (120)
Chaplain with Plasma Pistol (115)
10-man Tactical Squad with Flamer, Missile Launcher, Melta Bomb (210)
5-man Tactical Squad with Powerfist and Melta (150)
Razorback with Twin-linked Lasccannon (80)
5-man Tactical Squad with Flamer, Melta Bomb(125)
Furioso Dreadnought Death Company, Venerable, Heavy Flamer (150)
5-man Veteran Assault Squad with 2x Power weapons, Flamer, Melta & Storm Bolter (200)
Terminator Squad Heavy Flamer, Chainfist (210)
5-man Death Company (FREE)
Blood Angels Rhino (40)
Attack Bike with Multi-melta (50)
Attack Bike with Multi-melta (50)

Total= 1500

The list is mainly influenced by the miniatures I have available as I was trying to build this force using the minis I already owned rather than having a big spend.

It's running quite well for me - I'm not tabling anyone with it but then I'm a casual player so that's not really high on my list of things to do.

The Chaplain rides in the Rhino with the Death Company with the Furioso running alongside. The Librarian rides the Razorback with the PF/M combat squad.

The 10-man tactical squad always combat squads down with the missile launcher team sitting at the back holding an objective or simply shooting at enemy armour with the missile launcher.

I'm due to play Orks on Monday night against a player going to heat 3 of the Throne of Skulls tourney in Notts. It'll be interesting to see his build and how my force copes.

:-D