I ran the above two profiles in a game today against a developmental Vraks Traitor list.
Blood Angels:- Death Company, 2 Dread (Drop Pods): 450
- Dismounted Assaults (Drop Pods): 225
- Assaults, Chaplain, 2 Furioso Dreads (in Thunderhawk): 350
- Terminators, 2 Furioso Dreads, Supreme Commander (in Lander): 550 [BTS]
- Scouts, 2 Lazerback: 200
- Land Speeders: 200
- Strike Cruiser: 200
- Thunderhawk: 200
- Fire Raptors: 275
- Landing Craft 250
Vraksian Renegades:- Militia HQ (bunch of infantry without mounts, plus mortars) [BTS] 475(?)
- 6 Malcadors (mixed) 425
- 6 Malcadors (mixed) 425
- ~12 rabble, plus mortars ~325
- ~12 rabble, plus mortars ~325
- Disciples of Xaphan (8 infantry with an autocannon, 5+MW firefight, and scout) with 4 Chimeras: 300
- Disciples of Xaphan (as above) with 4 Chimeras: 300
- Hydra Battery (x3) 150
- 8 Alpha Legionnaires with 4 Rhinos, Chaos Lord: 325
- 2 Hellblades 175
(This is an approximation of the list, I'm not 100% sure on the rabble and militia HQ units)
DeploymentI again forced corner deployment and put my Blitz as far back in my corner as possible; opponent put hers far out on the long wing of her deployment zone. I put my two opjectives as far from her Blitz as possible, while she staggered hers with mine along the midline. Some debate was had about what we'd consider our board edges and table halves, but we decided on "where your deployment zone touches the table edge" and "a diagonal line across the table" respectively. I plotted my bombardment and the two Drop Pod units to hit her Blitz, my objective placements having been intended to either split her between two extreme table ends, or force her to pack everything in on the Blitz.
I garrisoned my scouts on the center left and speeders on the center right. She garrisonned almost everything, with some rabble on the extreme end objective, then both Malcador platoons in the middle, each boxed by Disciples of Xaphan units, almost all of which were in cover (this being when I realized they had Scout). Regimental HQ and some rabble went on Blitz guard on her long edge (left flank) while the Alpha Legion (dismounted) sat with the Hydras on her short edge (right flank).
None of my photos are adding correctly, so here's an Imgur folder with pre-game photos, some actions shots, the Landing Zone of Death, and Endgame:
https://imgur.com/a/lto2jjrTurn 1Blood Angels unsurprisingly win initiative and immediately call in the Cruiser. Orbital bombardment amusingly hurts nobody except the rabble's overseer, but Deathwinds batter both units and the Death Company annihilate the Regimental HQ, killing BTS and SC right off the bat. Disciple overwatch hurts the mounted assault unit dropped.
Vraks activates their left malcadors, shooting up the land speeders but killing only 2/5, failing leadership with the leaderless Rabble when attempting a retain. Blood Angels charge the mounted assaults into them, taking a third casualty but destroying the unit, retaining to have scouts sustain fire into the other Disciple unit but kill only one model because of cover. I considered assaulting but the odds looked very bad between outnumbering, cover, Overwatch and the Disciples' 5+ MW firefights.
Scouts then get clipping charged by rabble, with only one scout model even in range, but amusingly score the only kill and only lose combat by 1, broken but falling back without casualties.
Blood Angels then send Fire Raptors into the Disciples who Overwatched, rolling hot and breaking them. I believe the other Disciples did a Marshal or something minor, or I've gotten some activation ordering wrong.
With all ground activations used I bring in the airplanes - first, the Landing Craft flies in, landing terminators and all shooting up the Hydras (who did no damage with flak), destroying all three. I retain and bring the Assault detachment Thunderhawh in on the Alpha Legion, destroying them with support fire support from the Terminators and Lander but losing half the assault unit.
Vraks sends their second Malcador squadron back, shooting up and killing the landed Thunderhawk (ugh) due to bad saving rolls, and have their bombers pound the broken Scouts, killing everyone but one stand and a razorback.
All Blood Angel units Rally, along with most Vraks units.
Turn 2I need to do several things, which include:
- Breaking the left Disciple unit
- Shielding my BTS from Malcador fire
- Picking up my BTS for a charge next turn
- Maybe even saving those assault marines to run for an objective
I decide to have the Fire Raptors shoot up the Disciples, but end up one kill short of breaking them. I land the LC in front of the terminators and shoot all its guns into the Disciples and their last Chimera but somehow miss all shots. Bad goes to worse as the Malcadors kill the Lander after another round of awful save rolls, and worse goes to abysmal as the Disciples Marshal, walking in front of the Malcadors so the Terminators can't even double forward to charge the Malcs next turn. Assault marines charge the Disciples but roll abysmally and kill just two with 5x4+ CCs and 3x4+ MWs. Even the terminators shooting them doesn't do much.
Land Speeders zoom over to the broken Disciples but miss all shots, and the Death Company retain but fail two 2+ rolls in a row. Oh boy.
The remaining Rabble unit moves to cover one friendly and one enemy objective. Their Malcadors knock the dismounted assaults down to one remaining stand who breaks and runs. I double my Lazerback+scout over and somehow kill a Malcador, and lastly the Alpha Legion bombers pound the Land Speeders down to one stand.
Despite this ongoing fiasco on my left wing, it becomes apparent that I've taken out both of the Vraks fast ground units (hydras and Alpha Legion) and they've only got one unit near their Blitz; their broken Disciples fail to rally while all of my units succeed, so I revert from "it's so over" to "we are so back" and get ready to cling to the Blitz.
Turn 3I send my Fire Raptors into the Malcadors at my blitz. I roll ok, but she bombs out on saves and loses two, breaking the unit. Awful game for 4+ Reinforced armor.
My SC unit retains, Sustain Firing into the other Malcador units but they pass all saves.
A hail mary bombing run from the Hellblades fails to hurt the Death Company (although they do break the Land Speeder through BMs). At this point, I've got the Death Company, scout+razorback, and one surviving Mounted Assault marine to hold onto their Blitz, while they don't have any way to kill my BTS or kick my off the Blitz, leading to an extremely weird 2-0 win.
Notes on UnitsMounted Assaults: Just rightI think these were decent - they have a specific job and do it decently. Worse FF and no gun, but better melee and a points discount relative to Tacticals. Opponent didn't take issue with anything.
Assault Marines: Trying out Vanguard Veteran Upgrade?I bungled the charge slightly by not getting the Thunderhawk into base contact to tank shots, which cost me a dreadnought. Chaplain is probably a bad investment, between all the attacks + supporting fire, better to go with the cheap 300 point version. Still awkward running 4 iffy jump pack marines to bring the two Furioso dreadnoughts who do most of the killing.
I want to try out an Assault Detachment upgrade that gives two Vanguard Veterans (swapping the EA+1 CC for a EA+1 MW CC, all other stats the same) for 75. Unifying the speeds could allow them to do a big reposition, or run away for a Thunderhawk pickup, on Turn 2. Restricting these to an Assault Detachment upgrade avoids stepping on Raven Guard's toes (who take small units of Vanguard Veterans).
Fire RaptorsThese had a good game, breaking the one Disciple unit, almost breaking the other, and breaking the Malcadors. The Disciple units are sort of a best-case unit to shoot at, with both AP and AT targets, neither with good saves. The Malcadors rolled badly on saves - they should've taken less than one wound on average.
Opponent thought for 275 they're underpriced. I'm not so sure - they're good at ground attack but have no other uses, and she was extremely light on AA, which were all in one easily-killed unit anyways. Her Helltalons are 175 and just have a 5+ save, but can double as fighters and their bombs ignore cover. If Fire Raptors costed 300 points, I'd probably just bring more Thunderhawks for almost as much shooting but much more utility, being able to pick up + Air Assault and even hold an objective if I plan it a turn in advance.
Death CompanyThese did their job well, for certain, but I am getting a bit tired of the unit. They exemplify the "one heavy hit and you're done" feeling of much of the BA list, and for 450 they're far from cheap. Being compulsory is a bit of an annoyance, knowing I'll have to build around them no matter what.
OverallAs it is, Blood Angels feel like they fall on their faces very badly on Turn 2 - if you're flying things in, you'll rarely have many activations and can't set up the Assault Marines to land another charge next turn without them getting counterattacked first. Running several Thunderhawks with some ground attack planes opens the possibility for just doing a fly-by on turn one, shooting up vulnerable targets and stretching the opponent out for a hammer blow on turn 2, even if you give up on picking everyone up turn two for a second charge turn three.
It's probably a bit weird to say the list feels weak after winning two games. But one was against a list with several suboptimal choices, and the second was because I unintentionally baited the opponent into ignoring the objectives. Drop Pods followed by aircraft feels like the only possibility for Blood Angels to build into (which does fit their fluff niche, at least!). I wouldn't mind having choices for a more mechanized or conventional ground list
supported by air units. Baal Predators feel very overpriced at 275 - I wouldn't mind having an option of Predator Destructors at 225, for example.
Next game, I'll probably rejig the Assaults and drop the land speeders for another Thunderhawk, and possibly try Vanguard Veterans.