First 40k 8th edition game with the Blood Angels

Due to no small amount of effort to get my Blood Angels Terminators to a gaming standard, my Blood Angels army has reached a the magic 100 power or 2000 points. Although this is achieved with no less than four HQs, including 2 Captains.

While 40k can be a lot of fun at smaller sizes. Two thousand points continues to be regarded as the default all afternoon game size by my gaming group. The Blood Angels aren’t my go to Space Marine force, so don’t tend to get a lot of attention. The recent Codex release has inspired me to try and finish the Space Hulk set which I purchased almost ten years ago. The armour on the Terminators has now mostly been highlighted across the all the squad members and a lot of the largest details have been finished. It’s always the last 10 percent of of models that I struggle with getting finished off. Niggly details I call them. Anyway…

On to the Blood Angel’s Battle

We ended up playing the 1st narrative mission in the rule book. Which sees the defender trying to survive to the end of the games. The attacker has unending reserves. I having a slightly larger force and opted to be the attacker. The game uses random game length. Which really adds to the tension of the mission.

My Blood Angel army was made from a Terminator Captain armed with a Storm Shield and Thunder Hammer, represented by a Sergeant model from Space Hulk.

Blood Angels

Two 5 man Terminator Squads and a Death Company squad with jumpacks gave me one extra command point. A Two 5 man tactical squads, a Chaplin, an assault squad and a devastator squad rounded off the infantry. A Rhino and a Knight Errant where the only vehicles in my force.

Blood Angels

My opponent picked a Lord commissar to lead his force. He took about as many veterans and flamers as he could muster from his collection. A sniper squad, two units of Storm Troopers, a sentinel squadron, a Manticore and a Knight Crusader rounded off the force.

Blood Angels

The game went much as you might expect. I threw all I could at the Guard as aggressively as I could. The guard player focused his efforts on removing the fastest units and closest ranged units in my force. Removing the longer range units could just see them return the next turn and unload the weapons, meaning no real differences to the Guards chances of survival.

By the end of the 5th turn I wasn’t at all close to wiping out the guard….

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Blood Angels

By the end of turn 6 the Guard still has a wounded Sentinel and 2 veterans inside the bunker remaining. I was certain to wipe them out in turn 7. The roll for the random game length was a 2, meaning the game was over.

The Guard completed whatever ritual, intel retrieval or wipe they were conducting and retreated into a secret tunnel complex. The Blood Angels would have to find them and complete their purge another day.

The Swarmlord vs Roboute Guilliman

This was a 2000 point game, which was typically started late and therefore didn’t get finished. There was however time for the Swamlord to challenge Roboute to a one on one combat. I was very excited to see a Primarch vs a Swarmlord. The Swarmlords’ to wound roll was pivotal to the outcome of the fight, but first to the mission.

The game was a cumulative objective victory point match. The Ultramarines commander picked the deployment zone with only one objective marker in it.

This was probably only my fourth or fifth game of Warhammer 40k 8th edition. While an incomplete battle, it was enormous fun and having the codecs really added to the flavour of the game. The codecs also meant the psychic phase wasn’t quite so badly dominated by the smite power. We discussed using the beta rules for smite, but given they really just mute the whole phase and therefore disadvantaged the player with the most casting abilities we didn’t. Personal I don’t see the beta concept of making it more difficult to cast a second smite is a good way forward as it’s not a scalable system. Providing the ability to cast all powers a second time with a negative modification would be a more welcome change for me.

Anyway to the battle field

swarmlord vs roboute guilliman

The Primarch vs the Swarmlord

After a Shockley bad roll from the Swarmlord, Roboute Guilliman wastes no time removing his head. I don’t think a better roll would have made much more difference to the outcome. The Tyranids seeing the dismemberment of their leader ran back to the hive ship, knowing there is no chance of digestion a plant defended by such a might foe!

Battle Pictures – Grey Knights and Black Harlequins vs Chaos and Imperial Forces

This game represented the Grey Knights attempting to overturn and Chaos rising in the outskirts of an imperial city.

A Harlequin troop is helping the Gray Knights for reasons unknown.

The Chaos forces consist of, World Bearers Chaos Space Marines, Pre Hersey Emperors Children, Traitor Guard and a sole Renagade Imperial Knight.

The game was a 4000 point Battle. The mission was based on the old 6 objective apocalypse senario, however objective victory points where score at the end of each trun. The team with most victory points cumulated at the games’ time limit wins.

Deployment, Most of the Grey Knights arrived by deep strike


Turn one

The Grey Knights and Harlequins take 4 objectives via deep strike. The Chaos forces hold 2 objectives.


Turn two

The renegade Imperial Knight removes a squad of Harlequins from one of the objectives to contest the objective with the Harlequin jetbikes.


The game ends 7-4 to the Grey Knights and Harlequins.

Sisters of Battle and Grey Knights vs Chaos and Eldar Battle Photos

The Sisters of Battle are responding to a request for assistance from Cal Saucon planetary governer of Jerome, a planet within the Cadia system, positioned very close to the eye of terror. Arbites have found disturbing unrest caused by suspected psychically gifted individuals, who have been massing popular support among local gangs; with in the hives of the capital city. Unusually Eldar forces have also been sighted within the system of Jerome. The reason for Eldar being so close to the eye of terror is not know, but any Eldar presence is unwelcome.

The untrained psychics have also caught the attention of the ever watchful eye of the inquisition. The taint of Chaos is suspected and must be investigated.

The Word Bearers who have been planting dark books and tainted artefacts with the population with the aim of turning the planet to Chaos, have intercepted the transmissions from the Sisters of Battle and are determined to ensure the Sisters of Battle are not given the opportunity to intervene at Jerome. An ambush had been set for the Sisters on the outskirts of the capital.

Unfortunately for the inhabitants of the Capital, the Grey Knights have also detected the presence of Chaos. While the Grey Knights may save the planet from the forces of Chaos, the outcome for the citizens of the capital city is unlikely to be positive. Only intervention by the Sisters of Battle could save the residents of Jerome from exterminate.

This game repersented the Sisters of Battle trying to reach the Govenor of Jorom to gain intelligence on the rouge psychics. The imperial players will win if the Sisters can reach the city line before the time limit. All other outcomes mean defeat and certain distraction of the capital.

The Sisters set up off the road in the corner of the table. The Chaos forces set up using hidden deployment markers. The Eldar arrive from reserve and Grey Knights will also all arrive via deep strike.

Deployment


Turn 1

The Sisters advance but the lead Rhino is immobilised by the hidden Chaos forces. The Grey Knight deep strike near the governors location.


Turn 2

The Sister remaining mobile tanks try to move around the imobised rhinos, but are ambushed by more hidden Chaos forces. The Grey Knight reach the governor.


The time limit was reached before the Sisters could reach the Govenor resulting in the Chaos forces having the upper hand in the next mission.

The Death of a Phantom

For two years Captain Ventis had been plotting revenge on the Eldar Titan less affectionately known as Bone Walker; within the Fourth Company.  New intelligence had suggested the Eldar Titan was involved in a cleansing mission with another unknown allied force. Not willing to let week intelligence get in the way of his honour Vetris made request to Malgias Calgar forassistance  with removing the xzeno war machine.

Turn One

The forces of Ultramar oblitorated the Phantom Titan during the 1st turn. This was largely down to a single squad of Sternguard equiped with combi meltas, which arrived via drop pod. Although the Second and Ninth Companies also played a large roll in the demise of the Titan.  

   
   
Turn Two  
The terminators of the 1st company suffered heavy loses. In true Christmas Apocalyse style this resulted in the Eldar and Grey Knights  winnig the game on Victory points, a convincingly 9-3 with a turn in hand. The morrle victory was clearly with the Ultramarines though, having oblitorated both the Phamton Titan and a Baneblade.

The Ultramarine chapter has now been declared trators to the Imperium due to firing upon Grey Knights. A small price to pay for redeeming their honour.