sobota, 16 stycznia 2016

Dark Angels vs Tyranids 1500 points

Hello. As promised, Im presenting  a report from the last battle, ended with the victory of my Dark Angels.

We met at Sas home to play any battle. I had two lists. For 3000 and 1500 points. It turned out that Chris has not yet come, and Siwy had a list of 1,500 Tyranids. We decided to play a short game before the main battle. Since none of us had datacards, we pick random mission without them.
Scenario was about securing objectives.
After initial raffles, dark angels chose the side of the table and begin first.
Deployment of the forces looks like this : 

Objectives are marked as white skulls.





I decided that I have no chances in close combat, but it is very likely that  I manage to shoot them all, before they get me.


In my opinion the biggest threat in the first round were genstealers and Brood Lord.
 I moved so just as to be able to shoot with everything.
To  Tyranids heavy monsters  ordained land raider with the team Belial - five Deathwing Knights. 

Shooting phase took place in accordance with my expectations. 

 
 Land Speeder Vengeance hits exactly from plasma storm battery in the center of genestealers.
Devastators and tacticals  finished the job.
Brood lord and genestealers were massacred. Only one genestealer survived.
The first part of the plan had been completed, although I missed the points for first blood.

 Tyranids did not have too much choice of movements.





The same shooting. Devastating shooting devices, had a range only to Land Raider and Tacticals behind cover. 


Land raider lost hull point, and tacticals lost missile launcher.

In the second round  time to eliminate dangerous great beasts.


Without missile launcher tacticals are useless, but landraider can shoot melta at carnifex and unload its cargo to charge at Hive Tyrant. Nephilim jetbike does that turn what it was designed to do. All six Black Sword missiles in Tyranofex. He could not survive a massive fire.



All this plans was succesful, although the rest does not hit. Time for close combat.
From land raider gets out "emperors hammer"  in the form of Belial, and five Deathwing Knights.


Charge of Deathwing was successfull and Hive tyrrant fell.  

When concentrated fire on the great beasts, these little raise me a bloodbath.

n tyranid round 2 Sammael and his bikes dies from 72 shots from termagants, and Land Raider was destroyed by Carnifex. But for tyranids was too late.

 In the third round of Carnifex he was beaten to death by knights and Belial, and in the fourth Warriors will meet the same fate.The remaining forces of tyranids are harmless.

 After the fourth round, we  agreed victory of the Dark Angels.

wtorek, 12 stycznia 2016

Dark Angels Vindicator. Part of Hammer of Caliban formation.

Welcome back. This time I will present my new heavy support, and immediately I take to writing two battle reports.

So I decided
to put in the future  the formation of "The hammer of Caliban".
It consists of the Land Raider, and at least three vehicles on the chassis of a rhino.
All under the command of techmarine.


 Formation is expensive, both in terms of point and about money.
Strongly retrofitted can cost up to 900 points. S
o I have techmarine with servitors, land raider and the first Vindicator.

Heres some pics from early WIP to present color scheme  and applied decoration.




 Ornaments and chapels are from the Ravenwing Dark Talon.






And here is formation for nearly 900 points ant its stats. 

Dark Angels: Codex (2015) (Formation Detachment) (890pts)

  • Formation (890pts)

    • The Hammer of Caliban (890pts)

      Hammer of Heretics, Might of the Lion, Monster Hunter, Tank Hunters
      • Land Raider Crusader (270pts)

        Frag Assault Launcher, Hunter-Killer Missile (10pts), Multi-Melta (10pts), Smoke Launchers and Searchlight, Twin Linked Assault Cannon, Two Hurricane Bolters
        Assault Vehicle, Melta, Power of the Machine Spirit, Rending
      • Techmarine (215pts)

        Combi-Flamer (10pts), Conversion Field (20pts), Frag and Krak Grenades, Plasma Pistol (15pts), Servo Harness (25pts)
        And They Shall Know No Fear, Blessing of the Omnissiah, Bolster Defences, Gets Hot, Grim Resolve, Independent Character
        • Artificer Armour

          Infantry
        • Servitors (80pts)

          • Servitors (20pts)

            Multi-Melta (10pts), Servo Arm
            Melta, Mindlock
          • Servitors (20pts)

            Multi-Melta (10pts), Servo Arm
            Melta, Mindlock
          • Servitors (20pts)

            Multi-Melta (10pts), Servo Arm
            Melta, Mindlock
          • Servitors (20pts)

            Multi-Melta (10pts), Servo Arm
            Melta, Mindlock
      • Vindicators (405pts)

        Linebreaker Bombardment
        • Vindicator (135pts)

          Demolisher Cannon, Hunter-Killer Missile (10pts), Smoke Launchers and Searchlight, Storm Bolter (5pts)
        • Vindicator (135pts)

          Demolisher Cannon, Hunter-Killer Missile (10pts), Smoke Launchers and Searchlight, Storm Bolter (5pts)
        • Vindicator (135pts)

          Demolisher Cannon, Hunter-Killer Missile (10pts), Smoke Launchers and Searchlight, Storm Bolter (5pts)
      Name Unit Type WS BS S T W I A Ld Save Ref
      Servitor Infantry 3 3 3 3 1 3 1 8 4+ Codex: Dark Angels 2015 p108
      Techmarine Infantry (Character) 4 5 4 4 2 4 2 9 2+ Codex: Dark Angels 2015 p108
      Name BS Front Side Rear HP Type Ref
      Land Raider 4 14 14 14 4 Tank, Transport Codex: Dark Angels 2015 p136
      Vindicator 4 13 11 10 3 Tank Codex: Dark Angels 2015 p135
      Name Description Ref
      Artificer Armour Confers a 2+ Armour Save Codex: Dark Angels 2015 p154
      Conversion Field Confers 4++. At the end of a phase in which the bearer passes one or more saves, all units within D6" take a Blind test, friendlies may reroll failed rolls. Codex: Dark Angels 2015 p152
      Frag Assault Launchers Any unit charging in to combat in the same turn as disembarking from this vehicle counts as having frag grenades. Codex: Dark Angels 2015 p154
      Searchlight During night fighting: after firing all weapons, may illuminate the unit it shot at and itself until the end of the following turn. BRB 2014 p98
      Servo Harness Gives the Techmarine an extra Servo Arm, a Flamer and a Plasma Cutter, in the shooting phase the Techmarine may fire two weapons, one of which must be on the Harness Codex: Dark Angels 2015 p153
      Smoke Launchers Once per game, instead of shooting or moving flat out, may gain a 5+ cover save until the end of enemy's shooting phase. BRB 2014 p98
      Name Range Strength AP Type Ref
      Assault Cannon 24" 6 4 Heavy 4, Rending BRB 2014 p176
      Combi-Flamer 24" (Bolter)/ Template (Flamer) 4 5 Rapid Fire (Bolter)/ Assault 1, One Shot (Flamer) BRB 2014 p176
      Demolisher Cannon 24" 10 2 Ordnance 1, Large Blast Codex: Dark Angels 6th
      Flamer Template 4 5 Assault 1 BRB 2014 p176
      Frag Grenades 8" 3 - Assault 1, Blast, Don't suffer Initiative penalty for charging through cover BRB 2014 p180
      Hunter-Killer Missile Unlimited 8 3 Heavy 1, One Use Only BRB 2014 p98
      Hurricane Bolter 24" 4 5 Counts as 3 Twin-Linked Boltguns Codex: Dark Angels 2015 p149
      Krak Grenades 8" (thrown)/-(Melee) 6 4 Assault 1(Thrown)/Only on Vehicles and MCs (Melee) BRB 2014 p181
      Multi-Melta 24" 8 1 Heavy 1, Melta BRB 2014 p177
      Plasma Cutter 12" 7 2 Assault 1, Gets Hot, Twin Linked Codex: Dark Angels 2015 p153
      Plasma Pistol 12 7 2 Pistol, Gets Hot BRB 2014 p177
      Servo Arm - x2 1 Melee, Unwieldly, Specialist Weapon Codex: Dark Angels 2015 p151
      Storm Bolter 24" 4 5 Assault 2 BRB 2014 p176

Selection Rules

And They Shall Know No Fear: Automatically regroups, can act normally on the turn it regroups. Not killed by Sweeping Advances. Immune to effects of Fear. (BRB 2014 p157)
Assault Vehicle: Passengers may assault the same turn they disembark (unless the vehicle arrived from Reserves that turn.) (BRB 2014 p157)
Blessing of the Omnissiah: In each Shooting Phase, instead of firing his weapons, a Techmarine may choose to repair a single friendly vehicle in base contact or embarked on.
Roll a D6 and add the following modifiers (if applicable): +1 for a Servo Harness, and +1 for each Servo armed servitor in his unit.
If the result is 5 or more you may either restore a Hull Point or repair a Weapon Destroyed or Immobilised result, this is effective immediately (ie the vehicle can then fire the repaired weapon) (Codex: Dark Angels 2015 p108)
Bolster Defences: After Deployment, but before Scout and Infiltrators, nominate one peice of terrain in your deployment zone, the terrain's cover is increased by 1 to a maximum of 2+ (Codex: Dark Angels 2015 p109)
Gets Hot: Each roll of 1 To Hit causes a Wound to the firing model (armor and invulnerable saves may be taken but the Wound cannot be allocated to any other model.) Vehicles instead have a 50% chance to take a glancing hit. Blast weapons instead roll a D6 before firing; upon rolling a 1 they take the hit described above instead of firing. (BRB 2014 p164)
Grim Resolve: A model with this rule has Stubborn and therefore ignores negative Leadership modifiers. In addition they may never choose to fail a morale check. Allows overwatch to be resolved at BS2. (Codex: Dark Angels 2015 p148)
Hammer of Heretics: This Formation's Techmarine must begin the game embarked upon this Formation's Land Raider, Land Raider Crusader or Land Raider Redeemer. Whilst the Techmarine from this Formation is embarked upon the Transport vehicle from this Formation, that vehicle's Ballistic Skill is increased to 5. (Codex: Dark Angels 2015 p145)
Independent Character: Independent Characters can join and leave other units that do not contain vehicles or Monstrous Creatures. Independent Characters may join with other Independent Characters to form a powerful multi-character unit.
An Independent Character counts as having joined a unit if he ends his move within 2" of them, if he is within 2" of more than one unit you must declare which unit he is joining.
An Independent Character may leave his unit and join another one in the same movement phase, but he may not join a unit in any other phase.
An Independent Character cannot join or leave a unit that is locked in combat or falling back, he also may not leave a unit that has gone to ground.

Look out Sir is taken on a 2+.

If a unit with an Independent Character in it has fallen to below 25% strength they test as if they had 25% remaining.

When an Independent Character joins a unit he looses all special rules that the unit does not have unless the rule says it applies to the unit (e.g. Stubborn) and vice versa.

If the unit is suffering from ongoing effects (eg blind, soul blaze) and the Independent Character leaves the unit, he is still suffering from those effects as well, but they to not transfer to a new unit he joins. (BRB 2014 p166)
Linebreaker Bombardment: While this unit includes 3 Vindicators that can all fire their demolisher cannons, the unit can fire a single Linebreaker Bombardment instead of firing normally. Nominate one model in the unit as the firer. The firer's demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains Ignores Cover special rule. (Codex: Dark Angels 2015 p135)
Melta: Within half range, add D6 to armor penetration against vehicles. (BRB 2014 p168)
Might of the Lion: All vehicles in the formation form a single Vehicle Squadron, but count as 2 units when calculating VPs if completely destroyed. (Codex: Dark Angels 2015 p145)
Mindlock: Unless it includes a Techmarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn.
On a 4+ there is no effect this turn. On a roll of 1,2 or 3, the unit is mindlocked until the start of its following turn.
A mindlocked unit may not voluntarily move, shoot or charge. A mindlocked unit must still make compulsory moves, such as Pile In and Fall Back moves. (Codex: Dark Angels 2015 p109)
Monster Hunter: Re-roll to wound against Monstrous Creatures. (BRB 2014)
Power of the Machine Spirit: So long as the vehicle dosen't move flat out or pop smoke, it may fire an additional weapon and may fire at a different target. (BRB 2014)
Rending: Rolls of 6 to wound always wound at AP2, regardless of target's toughness. Rolls of 6 to penetrate vehicle armor add D3 to the penetration. (BRB 2014 p170)
Tank Hunters: Re-roll failed armour penetration rolls against vehicles. May re-roll glancing hits, but second result stands. (BRB 2014)