My Blood Angel list
Librarian (Lib)
Sanguinary priest (SP)
Corbulo (Cob)
5 Terminators: 2TH/SS, 3LC (BATerm)
Land Raider Redemeer: MM, EA, DB (LRR1)
10 Assault marines: 2 meltahuns, power weapons (10AS)
Land Raider Redemeer: MM, EA, DB (LRR2)
5 scouts: sniper rifles, camo cloaks
Stormraven: EA, TL MM, TL LC (SR)
His list Space Wolves
Wolflord: Thunderwolf, Thunderhammer, Storm Shield, Runic armour (WL)
Runepreist: Murderous Hurricane, Living Lightning (RP1)
Runepreist: Jaws of the wolf, Living Lightning (RP2)
10 Wolfguard: 7 in terminator armour: 2 cyclone missile launchers, 4 storm shields, 2 powerfists (SWTerm)
3 power armour: 3 combi-meltas, 3 powerfists
5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH1 & R1)
Rhino
5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH2 & R2)
Rhino
5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH3 & R3)
Rhino
10 ferisian wolves (FW)
5 Long Fangs: 4 missle launchers (LF)
The guy I was playing Rob I had played before, once at the GT heats and once before at the club. The last time I played against him I got my ass handed (2 obilts left) to me when I played my double lash against his Space Wolves, this time it was the Blood Angels chance to claim revenge.
This list had changed slightly but the core ethos was still the same.
The game was billed "Twilight" cause of vamps vs wolves which I was then pointed out that I was Edward "uphisarse" cullen. Great!
So to begin with we rolled for the game type, we got loot counters, 3 of them, he won the roll for placement.
He placed the first counter pretty much centre, then I placed mine to one side and closer to one of the table edges near a bit of terrain and the last objective he place on the same side as the objective I had but kept it pretty much centre. This ment that there was a triangle of objective on one side of the board with two centred and one on one side of the board.
Rolled for deployment, Dawn of War and then rolled for Deployment/first turn, I had won and picked the side with the one extra objective.
Deployment
I deployed my LRR1 with the 10 man assault squad and the Lib about 18-20" on the board. Using this to push back the enemies deployment.
He didnt deploy anything, all on turn one.
Turn 1
I brought LRR2 with the terminators and Cob, the Sanguinary priest came on 6" directly behind the LRR1, the scout deployed in the Stormraven came on 6" and disembarked into the terrain near the objective. My LRR1 drove back 12" and picked up th SP. The Scout ran 5" and secured their location next to the objective.
He brought on everything, 2 RPs in R2 and R3 with the GHs, the WL was with the FW. One unit of grey hunters R1 went down the edge of the table as far as possible with the Wolflord following behind, the Long fangs deployed far on the other side of the table hoping to lay down firepower for the whole game with getting into trouble, they ran into a piece of terrain. All the rhinos popped smokes, and the Terminators ran forward.
Turn 2
Moved both LRRs forward hoping to get into assault cannon range, the SR moved 6". LRRs were out of range, the SR shot 2 bloodstrikes at on rhino and a TL LC at another, nothing! bar a shaken.
His turn 2 started with some movement (obviously) he moved the rhino on the edge 12" again (it was now very close to my lines) the other 2 rhinos moved 6" the Wolflord fumbled around abit clearly having trouble orgainising his pack of wolves and only managed a 1 for their fleet roll. The army then opened up with 2 living lightnings, 2 cyclone missile launchers and 4 missile launchers managed only 2 glancings and a penetrating, this was greatly aided by shield of sanugius which managed to deflect more than its fair share of shots (Cobs reroll was used here on the penatration hit, I know silly right, I was scared of losing the gunship that early anyways didnt work) the 2 glances managed under 5 so just shaken (Extra armour) and the pen scuffed it and managed a 2! pheeeww!
Turn 3
My army buoyed by surviving the firepower, rode forward with the confidence that the emperor was truly protecting them this game (clearly Blood angles are more favoured :P). LRR1 went 12" dropping the assault squad out right infront of the rhino with the GH1, the second LRR2 went 12" slightly diagonally to get clear sight of R2 and R3. The gunship went 24" forward determined to halt the rhinos in there tracks. Shooting began with the 2 meltaguns from AS10 on R1 blowing it up on a 6 causing the unit to deploy in the rhino and allowed for them to be assaulted by the unit! the SR managed an immobilisation on R2 and the assault cannons managed a pen but only a one on the chart, those crew must have concussions by now!
The assault of the GH went off with out a hitch (including the casting of Rage) killing all but one ie 5 and causing the unit to fall back 4", the unit then consolidated into the cover anticipating the charge from the Wolflord!
His turn 3 that stand alone GH managed a 11" run back, the SWTerm moved forward again, R3 not immobilised moved 6" forward dropping of the RP with jaws in a piece of terrain. The WL moved in on his prey now within like 3". Shooting here consisted of missile and lots, 8 missiles hit the SR with many hits missing from the 4+ cover save but in the end it lost it MM and then the Long Fangs earned their money by penetrating and destroying the Stromraven (the SR had been lucky so to see it go only so late in the game wasnt to bad). . The wolflord charged in with the wolves, the marines hit first cause they were in cover killin only 4!, the wolves inturn killed none and the WL battered 4 on the marines into pulp! not good but still draw in combat.
Turn 4
I moved LRR1 to the right of the SR and through a gap between the terrain moving 12" looking for a melta hit!, the other LRR2 moved into a piece of terrain to get with 12" of the rhino and the Terminators got out to charge their opposite number the Wolfguard! Shooting this turn was poor really, with the SR and LRR1 doing nothing, but LRR2 was in 12" of the R3 and managed to immobilise it. The BATerm charged the SWTerm. Over to the other combat and the space marines had managed to kill all the rest of the wolves, 6, they managed 3 and the WL managed 3 causing another draw, but now all that was left was the Lib and SP, the combat didnt go as I had hoped, I expect to use the kills on the wolves to make the WL run. The terminator combat was one of the turning points of the game, the lighting claws on the terminators managed 8 wounds kill 6 of the terminators in an I5 smash! in reply the SWs missed all 6 power weapon attacks! (clearly demoralised by the death of all their battle brothers) the last 2 TH/SS terminators managed to hack one more terminator down and caused the unit (one man) to run away.
The space wolves were in shock after that combat, the terminators were clearly the only way to hold back any charge from the terminators. The space wolves stayed still manly (anticipating a last turn dash out of the rhinos onto the objectives, with RP2 moving into a better position to cast Jaws (did nothing that turn), the Long Fangs shot the LRR to no avail. Then in combat the Lib had managed to cause a wound on the WL then cast the force weapon which managed to evade the runic armours 5+ psysic ward but the 4+ from the RP prevented it at the last moment! argh, then the WL split attacks 3 on Lib and 2 on SP, killing the Lib but sparing the SP draw in combat ( the lib had taken a perils before).
Turn 5
In anticipation of my SP getting demolished by the WL and then moving on to the scouts I moved LRR2 back an picked up the scouts, LRR1 moved to flame the 1 man unit managing to kill him! The combat came around, The Terminators charged the immobilised and blew it up. And this time the SP caused 2 wounds and all the WL had to do was pass 2 2+saves! yup you guessed it, he got a snake eyes and bang he was dead! (rather ironically he died last time from the explosion of a LR) Game changing! The Terminators charged the imobilised and blew it up.
Now the space wolves were truly stunned, none of them were expecting that! the GHs that were not pinned in the other rhino got out and were preparing to charge the Terminators, the RP1 got out of the rhino and charged the SP hoping to get some revenge!, RP2 moved and cast Jaws, managing to cause the biggest fissure ever sucking 2 TH/SS and 1 LC terminator down noooo! but at least corbulo kept his baring and jumped out of the way! The RP charged the SP and killed it, the GH charged and killed one terminator but managed to beat up corbulo with the Powerfist, the terminators managed 4 but that wasnt enough for them to run.
Turn 6
Now the scouts were risk free their LRR2 stayed still, LRR1 moved in on the pinned GH unit nicely bunched for a flamestorm. Shooting started with the RP getting shot by the LRR2s Multimelta and instantly melted, the LRR1 flamed the GH managing to kill all 6 of them. Combat with the Terminators ended with the terminators killing one GH with the mark of the wolfen still left. But stayed in combat.
The lone Terminator rallied moving back towards the fight, the RP had nothing to do as it couldnt do any damage (BATerm in combat, scouts in LRR) the Long fangs shot again with no avail. The combat ended with the last GH death and then the end of the game
Final Game Score
1-0 to the Blood Angels
The Survivors analyse!
My Blood Angel list
Land Raider Redemeer: MM, EA, DB (LRR1)
Land Raider Redemeer: MM, EA, DB (LRR2)
5 scouts: sniper rifles, camo cloaks
His list Space Wolves
Runepreist: Jaws of the wolf, Living Lightning (RP2)
3 power armour: 3 combi-meltas, 3 powerfists (down to 1)
5 Long Fangs: 4 missle launchers (LF)
What I learnt
Blood Angels are certainly good and can compete with the current best marines the Space Wolves. The sanguinary priest are certainly not for combat, I made a mistake of keeping corbulo near the front of the Terminator squad and then lost him the next turn from a fist (if that was earlier in the game then it could have made a big difference). Blood Angels armies will be smaller than all other marine armies, the inclusion of SPs are a big points sink (thats not to say they are not worth it). The jury is still out on the stormraven, it was ok but playing against any army with so many missiles its bound to be shot alot (enemies with Lascannons will shot the LRRs more) but say that it give the army some much needed mobility.
Best unit
Terminators with SP- I5 and Furious charge is not to be messed with, although they got a bit lucky I am sure that combat would have gone very different without the SP!
Most effective unit
The Land Raider Redemeer has to get this, it balances Blood angels armies very well allowing for horde control and the very much need MEQ killing which seem to be lacking in many Blood Angel lists.
Also special notes to the scouts, I really like this unit, as I have a stormraven they can always be transported, but camo cloaks is such a deterrent to enemy firepower!
What am I going to change?
hmm I think for now im happy with the army and will give it another couple of runs, the only thing is the possiblity of dropping corbulo for a normal SP.