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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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.

Battle Photos – Jerome Saved

The Jerome Campaing

If you have read the last couple of posts on Chaptermasters, you can skip to the next paragraph. If not let me catch you up. The Govenor of Jerome, a system close to the eye of terror requested assistance from the ordo herictas to quell civil unrest and rogue phyics in the system’s capital. The Sisters of Battle answered his call. Unknown to the Sisters of Battle the Word Bearers Chaos Space Marine legion, who had been seading the uprising, set an ambush for them. The attacked from all sides, the Sisters never made it to the city’s gate. Fortunately for the Governor, the Grey Knights had detected the taint of Chaos and intervened to save the city from being overwhelmed by the forces of Chaos. The Grey Knights the faced a counter attack by renegade Imperial Guard and forces from the Emporers Children assisted by the Word Bearers. However the counter attack was unsuccessful and the Word Bearers fled. 

The Mission

The remaining Emporers Childrem and renegade Imperial forces have been cornered by the Grey Knights who are now looking to squash the rebellion once and for all. Space Wolves have also arrived, to aid the Governor overturn the rebellion.
To finish the prequel to Cadia campaign we had planned an uneven wipe out mission, however it was agreed to keep the game more balanced and fight over a set of buildings, to represent the Grey Knights moving through the city cleansing the area. The mission played assigned a random number of victory points to each building, awarded at the end of the game.

Turn One

The Chaos forces advanced towards the nearest objectives and let their guns rip into the Imperial line. The Long Fangs fell to shots from the Renegade Imperial Knight and other Chaos long range heavy weapons.


Drop PodAssault 



The Space Wolves immediately landed behind the Renagade Knight and removed 3 of it’s hull points via Melta and Crack Grenades a further 2 hull points were removed by the remaining Long Fangs. A Sixth armour penetration roll was made by the Razor Back. Would the Knights shield save it? A mostley 2 was rolled for the save, however the dice wasn’t flat and the Space Wolf player graciously called it cocked. The re-roll was a 4, mostley, on a slightly more level roll dice which was the subject of much debate for the rest of the game. After inflicting wounds on nearby Chaos units the Gray Knight Terminators made a tactical withdrawal via some sort of temperial distortion psychics gubbins.


Turn Two

Fully expecting the Renagade Knight not to make it through another turn, it was ordered towards as many Imperial Units as possible, in the hope it would take a few Grey Knights along with it, if it went super nova.

The remaining long fangs fell to the combined fire power of the Reagade Knights’ Thermal Connon and a Manticore rocket. The Renagade Imperial Guard also managed to immobilise the Grey Knight’s Landraider.


A Lone Wolf in Terminator armour informs the Renagade Knight, “You Shall Not Pass!”


The Knight shoots it’s heavy stubber at the lone wolf in order to make a charge in the Assault phase


The Knight looks imposing, but fails it’s charge roll with a 3.

The Space Wolves Advance


The SpaceWolves and Grey Knights made slow progress towards the central objectives. However control of the warzone was starting to shift in their favour.

Bjorn and the Dread Knight advance to repell the Emporers Children from a consested objective in a three story building.


The Grey Knights swamp the Renegade Knight to ensure it’s demise.

Only a crater remains where the traitor Knight once stood. 


The Renagade Knight lost it’s last hull point and went super nova, taking a pleanty of Grey Knight Terminators in the explosion.

Turn 3

The Chaos forces withdraw and consolidate their position across the objectives in a final attempt to cease the Grey Space Marines’ advance. The guns of the traitor guard wreak more damage on the imperial line. 

The City is Reclaimed

The Space Wolves led by Bjorn and Grey Knights advance to ratify their hold on the three story building and try to contest the ruins in the centre of the board.



The Emperors Children Fall

The combined Strenght of the Grey Knight and Space Wolves advance and cut down all the Emperors Children in a hail of bolter shells and bloody combat, leaving only 3 cultist holding the objective in the centre of a board. 


End Game

With only 3 turns completed the outcome of the conflict was very clear. The remaining Tratior Guard, now outnumbered by the finest forces of the Imperium and without any protection from the Emperors Children would soon be overwhelmed in close combat, and with that all traces of Chaos were removed from Jerome and the system was saved.