Rematch - Cadians vs Blood Angels - 2,000 Points - 10th Edition
Battle Reports

Rematch – Cadians vs Blood Angels – 2,000 Points – 10th Edition

Warhammer 40K 10th Edition rolls on!


Approximate Reading Time: 5 minutes

This is my fourth Warhammer 40K 10th Edition game, Cadians vs Blood Angels.

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This game was at Boards and Swords in Derby.

Cadians 2,000 Points List

You can check how I made the Index pictured below: Wire Ring Binder for Index Cards.

Alpha Unit

  • Lord Solar Leontus
  • Cadian Command Squad with Kurov’s Aquila, Master Vox, Medipack, Standard and a Plasma Gun
  • 10x Cadian Shock Troops with a Plasma Gun, Melta Gun, and Vox

Leaderless Units

  • 3x units of 10x Cadian Shock Troops with a Plasma Gun, Melta Gun, and Vox
  • 3x Armoured Sentinels with Missile Launchers and Hunter Killer Missiles
  • A Leman Russ Exterminator with Hunter Killer Missile, Lascannon and Multi Meltas
  • 3x Leman Russ Demolishers with Hunter Killer Missiles, Lascannon and Multi Meltas
  • 3x Tempestus Scions with Plasma Gun, Melta Gun and Sergeant with Power Fist and Plasma Pistol
  • Field Ordnance Battery – Malleus Rockets
  • A Hellhound with Chem Cannon

Blood Angels

All the Dreads!

The Mission

We both went for Tactical Objectives, drawing and discarding cards.

We did play this slightly wrong, which was my fault, but we both played it wrong, so it was fair – instead of drawing two Secondaries, we were drawing three!

Deployment

I deployed and then put my three Leman Russ Demolishers into Strategic Reserve using Lord Solar.

Cadians – Turn 1

I pushed up slowly and got some good cards for the first turn. I had stuff alive to score Engage On All Fronts, and the enemy had not moved yet, so Area Denial of the centre was easy. I did not kill much, a few Intercessors.

Blood Angels – Turn 1

The enemy Drop Pod came down on my frontlines, and I used Overwatch from my Hellhound with Chem Cannon to kill two of the Devastators with Multi Meltas. I did lose A Sentinel and the Hellhound, giving away VP for No Prisoners and Bring It Down.

Cadians – Turn 2

I brought the Demolishers in this turn and all 15 Scions. Scoring-wise, this was ideal. 10 of the 15 Scions killed the enemy Intercessors on their home objective after shooting and successfully charged. This gave me Storm Hostile Objective and Extend Battle Lines. I got Defend Stronghold, too, which was easy.

The other 5 Scions sniped the enemy Tech-Marine by coming down 9″ away, removing the Lone Operative benefit and then using their Melta and Plasma Gun.

The Demolishers were disappointing. They struggled after the Sicaran Venator popped smoke.

Blood Angels – Turn 2

The Blood Angels struggled this turn with Secondaries but did manage to trim down more Guardsmen and a Demolisher.

Cadians – Turn 3

Another good round of Secondaries for the Cadians, with Bring It Down scoring well from killing Dreadnoughts and Capture Enemy Outpost from the Scions still present in the enemy’s Deployment Zone.

Blood Angels – Turn 3

I was feeling the pressure now as the enemy crept forward and started mowing down my last few infantry and Demolishers. Scoring was again challenging for the Blood Angels, thanks to drawing and Behind Enemy Lines.

Cadians – Turn 4

I got No Prisoners and Overwhelming Force, which both involve removing enemy units, a perfect combo for me. I did OK with those, but the Demolisher’s swingy number of shots was tough going. Their BS4+ is no good when the enemy has cover and is popping smoke for 1CP.

Blood Angels – Turn 4

With the Blood Angels moving forward and having a good grip on the battlefield, their drawing of Defend Stronghold and Engage On All Fronts gave them some easy points.

Summary

In the end, it was a close game that only came down to the Primary after we were drawing so many cards (incorrectly).

I was really happy with how this list ended up playing out.

The Scions came down and did their thing well, removing the Tech-Marine and the Intercessors and scoring points.

The Demolishers seem to be the best Leman Russ variant, but those number of shots always seem to screw me up. Rolling a 4 or 5 on shots against an enemy vehicle is not very good.

The Malleus Rocket Launchers were good at putting wounds onto the enemy Intercessors holding objectives, but I do not think they are worth the points. For their 120 points, I could have taken about 20 more infantry, which would have helped me score.

This whole game I was saving CP to bring back the Armoured Sentinels, which never died. I should have used those CP to bring back my dead Cadian Shock Troop squads to grab objectives and maybe do better on the Primary and win…

Final Score

Astra Militarum – 75
Blood Angels – 100

Blood Angels Victory