figured i'd post a quick report of a game my blood angels had last night... no pictures i'm afraid, as i'm far too forgetful to take them
so.
the Noble Blood Angels:
Chief Librarian Mephiston (for those who dont know, very dangerous melee char - potentially 9 attacks on the charge, at WS6, str5. one of the few combat-librarians left. he's supposedly being upgraded next codex, but that may be wishful thinking.)
Chaplain Lemartes (mostly to give reroll attacks to DC and Mephy)
3* Death company marines w/ jump packs and pistols
2* 10man assault squads w/ plasma pistols (but no power weapons
)
1* 5man Devestator squad w/ Missile Launchers
1* Venerable DC Dreadnaught
1* predator w/ many lascannons.
(this list was mostly designed to go up against nids, hence the lack of power weapons - since anything thats got an armour save worth caring about is tough enough that marines probably cant hurt it very well in combat anyway.)
against the Savage Space Wolves:
(i'm not so clear on exactly what it all was i'm afraid, but heres a rough run down)
a chaplain equivalent
Rockfist (grey hunter upgrade-character, w/ str 5, terminator armour, and a str 10 thunderhammer. that he can throw at things. at str 10 ap 1. with BS 5. wtf?
)
2* grey hunter squads
2* longfang squads (1 with 5 heavy bolters, 1 with 5 missiles)
2* wolf scout squads (one with bolters, one with close combat weapons various anti-vehicle weapons) - off infiltrating somewhere, and can move on from my table edge on a 3+.
the game is objectives gathering, with them all scattered around the centre.
space wolves turn 1:
grey hunters advance on objectives. long fangs hit the dreadnaught with a series of kraks, tearing an arm off and stopping it from shooting (yay for rerolls. 3 penetratings and a glancing, and thats all he got
). heavy bolters shred a few assault marines on the right.
blood angels turn 1:
assault squads leap forwards, one towards a pack of grey hunters on my left, the other towards the long fangs in the trees to my right. the death company (with mephiston and lemartes attached) move forwards slowly in the centre, to make sure they get the charge next turn. dreadnaught moves up alongside them.
the predator vaporises 2 longfangs - the sarge, and one with an ML. my devestators put a barrage of frags into the heavy bolter longfangs, and bring down 2 of them (15 hits, 3 wounds, 2 kills. i suck at wounds, he sucks at saves, so it evens out i guess
).
assault squad on the left shoots up the grey hunters a bit, and causes them to run away - but they're miles from the table edge, so will just rally next turn.
at this point i'm starting to panic a little, as i've no idea how i'm going to bring down the grey hunters with rockfist, and i know i've got 2 squads of wolfscouts about to attack me in the back.
space wolves turn 2:
as expected, 2 packs of wolf scouts behind me. the CC ones go after my predator, making a lovely crater out of it. the ones with bolters cant get close enough to my devestators to charge them (as they're on top of a building) so instead shoot up my death company. this has no effect whatsoever, as apparently i'm incapable of failing feel no pain saves. rockfist hurls his thunderhammer at the dreadnaught, tears off the other arm, and then him and his grey hunters charge it. not looking good for my dreadnaught at all.
grey hunters on my left rally automatically, turn round, and blow the crap out of most of my assault squad on that side. guess i shouldve charged, after all.
i'm a little unclear on what the heavy bolters did that turn - i'm fairly sure they fired on my assault squad that was about to charge them, and did no damage at all. the missile launchers managed to take out my devestator's sargeant, with terrible consequences the following turn
somehow my dreadnaught survived the CC phase, despite about 5 str 10 thunderhammer hits and a few power fist hits coming for him. this was the one significant piece of good luck in the game, and pretty much won it for me.
blood angels turn 2:
the deathcompany and chars, along with the assault squad from the left, proceed to charge in to help the dreadnaught, safe in the knowledge that rockfist is still in base-to-base with the dreadnaught, so wont be instant killing any of them. dont manage to kill them all, but wound rockfist and kill about half of his squad. the dreadnaught somehow survives again.
my assault squad on the right finally reaches the long fangs. manage to kill 2 of the ones with missiles, but none of the heavy bolters - I win the combat, but unfortunately the ML ones break and i can't chase them down, so the 2 remaining are free.
space wolves turn 3:
i think my opponent was mostly giving up at this stage.
his 2 missile launcher longfangs and his bolter-scouts manage to take down 2 of my devestators, and i manage to fail the break test by 1 (bloody dead sargeants...), causing them to run down a level, to where they can easily be charged by the scouts, and finished off.
the scouts on my left, having killed the predator, are out slogging accross open ground at this stage, with nothing useful to do - but i've nothing ranged to kill them, so thats ok.
mephiston and the chaplain finish off the rest of rockfists squad, leaving rockfist himself to be torn appart by about 25 attacks from the death company, assault squad, and dreadnaught. having passed about 8 saves in a row at this stage (most of them invulnerable) he proceeds to fail 4 out of 5 on 2+s.
my assault squad on the right causes the heavy bolters to flee from the combat.
from that point, its really just a case of mopping up the last traces - we didnt bother playing the rest. my 3 man death company + chars is pretty much capable of taking out a squad a turn, first going for the bolter scouts, and then heading towards the CC scouts. This leaves a pack of grey hunters holding one objective, and my 2 assault squads holding an objective each on the other end of the table (having finished of the last 2 missile long fangs with massed plasma pistol fire). i wouldnt have been able to easily take out the remaining grey hunters easily (the DC lot were busy taking out scouts, i'd got no ranged stuff left, the dreadnaught was alive - but immobile with no arms, and it would be silly to risk my troop choices to maybe take out theirs).
all in all was a short and bloody game - as it tends to be when 2 CC armies go at it like that
i'll try and remember to take pictures next time.