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Blood Angels 2.4 vs Biel-Tan

 Post subject: Blood Angels 2.4 vs Biel-Tan
PostPosted: Tue Mar 03, 2015 1:29 am 
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Sorry no pictures, but I had a game with the Blood Angels (proxied to hell) vs Eldar. Pictures would really have helped explain what happened but can't change that now. I figure I might as well post it regardless.


Eldar list (same list in NetEA & EpicUK):

Mounted aspects w/autarch, exarch (BTS)
Warp Spiders, 2 Exarchs
Mounted guardians
Void Spinner
Void Spinner
5 Ranger
5 Ranger
3 Falcon, 2 Fire Storm
3 Falcon, 2 Fire Storm
Guardians w/heavy weapons
Windriders
Avatar
Wraithgate

Blood Angels 2.4 list:

death company assault 300
stormravens 250
stormravens 250
devs+stormravens 350
devs+stormravens 350
tactical + SC + hunter (BTS) 450
land speeders 200
scouts 150
scouts 150
terminators+chaplain 400
thunderhawk 200
strike cruiser 200
tbolts 150

Setup:

Board has buildings in the centre, wooded hills on either side of it. Eldar deployment has a large area of buildings on their right flank, and a small area of buildings in the centre. Eldar TnH objectives places near the marine blitz and on the hill on their far left flank. Marines place theirs away from cover, reasonably spread apart. Wraithgate is about 1/3 of the way in from Eldar's bottom and right board edges.

Deployment:

All storm ravens and devs in ravens planetfall, termies are in Thawk. Speeders garrison behind hill on marine left flank, scouts 1 behind the central buildings and scouts 2 behind the hill on right flank. Tacs deploy on blitz, death company behind a small hill on the right. Eldar deploy in three main groups: falcons 1, void spinner 1, mounted aspects and jetbikes behind and around the large area of buildings on the right. Guardians on foot in the buildings near the blitz screened by garrisoned rangers 1. Mounted guardians, void spinner 2 and falcons 2 on the left. Rangers 2 garrison on the opposite side of the right-hand hill from the scouts. Spiders in the webway.

From now on when I say "right side" etc I mean from the Eldar perspective. Cos that's the only side of the board that mattered ;)

Turn 1:

Marines win initiative.

BA: Strike cruiser bombardment comes down in the large buildings and hits the void spinner squarely, plus 4 falcons and the second template hits the mounted aspects in their transports. 1 firestorm, 1 DC VS and 1 serpent + 2 dire avengers go down. Ravens 1 come down out of sight behind right hill, ravens 2 the left hill. Both devs come down behind central buildings.
BA: Ravens 1 retain to double on aspects, fire all their AT, all serpents die, autarch + 2 aspects survive
E: Eldar spiders engage speeders intermingled with both devs in centre (stupid mistake by me placing them like that). Devs countercharge + dismount just enough to get all devs in range but not enough to trigger overwatch from nearby rangers 2. 2 stormravens + 1 speeder die to first strike, 2 spiders die in return. Eldar win by 3, a dev dies, marines withdraw, spiders consolidate amongst buildings.
E: VS 2 fails to retain + fails reroll (double 1)
BA: Ravens 2 advance on falcons 2, fire all missiles, one falcon survives
BA: Thawk retains (on reroll) and air assault guardians on blitz. Rangers 1 OW kills 1 terminator. Thawk loses 1DC but guardians lose 5, rest are destroyed in resolution. Rangers 1 & thawk receive 1 BM
E: Falcons 1 advance on ravens 1, only place 1 BM but rearrange so firestorm is not suppressed.
BA: Tacs double up to centre, right next to spiders, fires on rangers 2 for 1 BM
BA: Scouts 1 retain to engage rangers, rangers OW kills 1 scout. Scouts get no kills, 2 rhinos die, rangers win by 2 so 1 more scout dies. Scouts retreat slightly into woods on hill, rangers consolidate towards tacs.
E: Mounted guardians advance and fire on scouts on eldar extreme left flank, 1 BM.
BA: Tbolts ground attack aspects. 1 dies to firestorm, 1 BM = 1 dead fire dragon.
E: VS 1 fails and breaks.
BA: Scouts 2 double to block between guardians and ravens, place BM on guardians
E: Jetbikes try to engage terminators but fail, they move closer
BA: Death company doubles up to centre line for engaging spiders next turn
E: Void spinner, jetbikes, rangers 2, falcons 1, both devs, land speeders rally. Everything else fails

Turn 2

The avatar appears on the eldar left flank between the guardians and scouts 2. Marines win initiative.

BA: Terminators auto-engage rangers (despite BMs). Chaplain and 3 rangers die, straight roll off, marines win by 1. 1 ranger escapes.
BA: Death company auto retains to engage spiders, who are wiped out for no losses.
E: Avatar engages scouts 2. Scouts are wiped out for loss of 1 DC, ravens get a BM for support.
E: Guardians retain to engage ravens (with reroll). Ravens can only get 2 units in unless they countercharge the avatar, which they decide to do (it’s going to FF support anyway). Ravens save all hits, so no kills on either side. Eldar up by 2 (inspiring, numbers, but more BMs), win by 4, 2 ravens hacked down. Guardians get back in wave serpents and consolidate to within FF range of tacs.
E: Falcons 1 retain to sustain but fail. Shoot ravens on eldar extreme right flank for 1 BM
BA: Devs who lost their transports advance on rangers, 1 dies.
BA: Tacs retain to sustain on jetbikes, needing reroll. 2 jetbikes die.
E: Void spinner 2 sustains on devs in ravens, 1 of each dies, they break and withdraw to marine blitz.
E: Void spinner 1 retains to sustain but fails, removes both BMs.
BA: Ravens 1 sustain on falcons 1, remaining firestorm dies, they break.
E: Rangers fail and regroup
BA: Tbolts fail
BA: Speeders advance on rangers, 1 ranger dies

Thawk disengages, avatar disappears. Both falcons, termies, both ravens, rangers 2, aspects, scouts, devs w/o transports, speeders rally. Guardians, jetbikes, devs in ravens, lone ranger fail.


Turn 3:

Marines win initiative.

BA: Tacs engage rangers 2, 1 kill each, rangers wiped out, tacs consolidate towards serpents, lone ranger destroyed for being close by.
BA: Death company auto-retains to engage guardians in serpents. Chaplain + 1 DC die, 2 serpents, farseer & 2 guardians die. Only 1 tac can support. Marines win by 1.
E: Void spinner 2 advances towards DtF objective in eldar left flank. Fires on termies, 2 BM.
E: Falcons 1 retain to advance on termies (reroll), termies break
BA: Ravens 1 on eldar right flank advance on void spinner 1, 1 DC.
BA: Thawk retains to plink void spinner, which breaks
E: Lone falcon 2 advances into marine half & eldar T&H objective, only manages to place 1BM on ravens 2
BA: Speeders double to eldar blitz, place 1 BM on falcons 1
E: Aspects advance, dark reaper autarch fires on speeders for 1 BM
BA: Ravens 2 plink lone falcon 2 to break it, claiming DtF objective and TSNP
BA: Devs spred out to claim other 2 DtF objectives
BA: Tbolt breaks falcons 1 on eldar blitz to claim TnH and blitz

Marines win 4-0 (TnH, Blitz, DtF, TSNP).

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 Post subject: Re: Blood Angels 2.4 vs Biel-Tan
PostPosted: Tue Mar 03, 2015 1:43 am 
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Joined: Tue Feb 22, 2011 11:43 pm
Posts: 2556
Location: UK
Well that was a bit of a hammering.

The marine strategy in this game was to planetfall all the ravens up the field but behind cover, from where they can advance forward at will, target falcons or transports and follow up with the devs. I anticipated 3 engagements in turn 2 and another 1 or 2 in turn 3. With so much of the army being deployed forward but not close enough to engage, the idea was to make the eldar play defensively which they are not good at. Free planetfalling storm ravens just makes this too good an opportunity to pass up. It's basically a risk-free hidden garrison for a 35cm skimmer.

I made a mistake in positioning the devs intermingled with the speeders forgetting where the wraithgate was, that took three formations out of action although it was a risky move by the eldar. The engagement from the scouts was ill-advised too. The eldar could have conceded but played on and fought tooth and nail to deny as many VCs as possible. In the end had a few things gone the eldar's way (e.g. the lone falcon managing to kill a storm raven and thus capture the objective in the marine half) the loss could have been narrower, but there was never any chance of winning the game. The one thing that stopped it being 5-0 was the fact that the autarch was able to hide the whole time in the large area of buildings. The only thing that could shoot them was the tbolts, who couldn't quite manage it.

Thoughts on the list in the development thread.

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 Post subject: Re: Blood Angels 2.4 vs Biel-Tan
PostPosted: Tue Mar 03, 2015 10:24 am 
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Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
Thanks for the report

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 Post subject: Re: Blood Angels 2.4 vs Biel-Tan
PostPosted: Tue Mar 03, 2015 1:50 pm 
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Location: Manalapan, FL
Awesome! Yeah picture (or a cocktail napkin sketch) would be fun but i understand the proxy to the max bit . so the AA batteries are ravens, Duracell and Energizer obviously separate formations... :)

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