Showing posts with label Eldar. Show all posts
Showing posts with label Eldar. Show all posts

Wednesday, 17 February 2016

Battle report: Double Trouble Practice Game

Last week, we played our first practice game for double trouble. I know I know, it's still 5 months away, but hey! Practice makes me less incompetent.

We randomised the pairings and they came out as follows:

Team 2
Me (imperial guard - Leman Russ eradicate, standard Leman Russ, 35 guardsmen including a command platoon with 4 Flamers)  & Dan (Eldar shenanigans - 3 squads of guardians/ dire avengers, a farseer and a tank with a d-flamer.)

Vs

Team 1
Topher (tyranids - flyrant, 2 tervigons and a big swarm of gaunts) & Matt (HH blood angels- contemptor dread, big unit of marines with a captain and a stormraven)

We played the 3rd mission, which for those in the know means that you set up in all four corners. For those wanting more information, we set up like this:


The Tyranids were 1A, Eldar 2A, Blood Angels 1B and I was 2B. I managed to grab a warlord traight that allowed 3 units to outflank, so we outflanked most of the Eldar army, leaving only a farseer and a d-strength tank in 2B. All of the objectives were in the right 2/3 of the map. 
pew pew pew
Our oppenants went first, and didn't have much to do but run towards me! The flyrant swooped over to try and alpha strike Dan's tank, and one of the tervigons spawned some gaunts onto a central objective. The other tervigon, plus a squad of 30 gaunts, went as fast as they could towards me. meanwhile, on my other flank, the Blood Angels began to close in, slightly slower than the space bugs. Between them, I believe they registered either 4 or six victory points in the first turn as they were mostly claim objective ones. we also lost most of an autocannon team and most of a squad of guardsmen. Whilst I say "we" I of course mean me. Dan's tank jinked and got glanced but lived on. This did mean that they didn't get first strike.

In our first turn, we drew reasonably unreachable objectives, given that they were all claim this or that number objective. We did score our first maelstrom points as a squad of guardsmen heroically ran towards the Tyranids to claim objective #3. In the psychic and shooting phase, Dan's Farseer single handely took down a Tervigon through a combination of Mind war (I think) and a Singing Spear. Im hazy on the details because I wasnt 100% paying attention. I was way to busy watch the 18 inch gap between the Tyranids and what increasingly looked like lunch close down. So i opened fire to devastating effect. It felt very dramatic having two lines of ten men shooting at an oncoming hordes whilst the tanks lobbed shells overhead. all in all, I killed 15-20 gaunts. I felt more like a man than I had done all day.
Before

After
That meant at the end of turn 1 we had 2 points - one for first strike and 1 for claiming an objective but not having an ally on another objective.

In turn 2, things started to go downhill for us. Suffice to say, the Farseer died to a drive/fly by from the flyrant, Blood angels marched further towards me (although they were put off by the battlecannon a bit I think), and most scarily, the Tyranids moved in very close. You know its going badly when you're trying to help your men die so that the Tervigon is out of combat so you can shoot it. Luckily for us the Stormraven didn't turn up, but unluckily for us i believe they achieved another 2 objectives, whilst also smashing most of my army in. so they were up something like 9-2.


In our second turn, 2 units of dire avengers showed up as well as my Platoon Command Squad, which had four flamers. I'd decided to put them in normal reserve, since I figured they'd come on from my board edge. Which mean I could jump on what was left of the small space bugs. I did. They burnt to death. True story. The dire avengers that showed up on my right flank totally wiffed, leaving it to both my Leman Russ tanks to bring down the lumbering behemoth before it reached them. And unfortunately on the other side, they were too far away to do anything. This meant we didn't scire any VPS in turn two. 
The stormraven appears!
In turn three, matts gunship flew on in fine style, and began doing things. The rest of his army advanced towards the centre of the board, holding the middle ground. Apart from the contemptor dreadnought, which was lagging behind a bit. He'd been bugging the cover and claiming an objective, doing a worthy job of stacking up VPs over the previous turns. 


dead blood angels. everywhere.
Suffice to say, over the course of the next couple of tens things didn't go well for us. I loose track of the turns, but it was 1-sided enough that we stopped recording maelstrom points! In fact, we only achieved 3 over the whole game - our third coming in the 4th turn when both leman russ tanks opened fire into the big unit of Blood Angels. Many of them died, but significantly so did their warlord, with Matt opting to catch Battlecannon shots with his Captain guy. Plus, the remaining marines marched relentlessly into the squishy elder from what I remember.

a failed late game objective grab from the leman russ


Overall, on blood points we probably were a lot closer, there weren't many space bugs left at the end of the game, and we gave the Blood angels a bit of a mauling as they moved towards the centre of the board. But by that point we were already behind significantly on both areas, so it was a tough ride.
these Dire avengers did nothing
After game thoughts

  • The deployment corners makes a massive difference in this game. we went into it thinking our triple outflank was going to be great, and it proved to be our complete undoing, allowing for our opponents to focus on my army almost exclusively. When they did turn up, everything was to near the middle and the surprise was lost.
  • Normal reserve however, is awesome. I may need to check with Alex, but our interpretation of coming on the long board edge allows you to just jump your opponent.
  • Guardsmen may be to squishy for this deployment. My build didn't have any staying power, and I ended feeling a bit trapped.
  • Objective Placement. Basic, but important. they need to be spread out, especially since they are occurring 50% of the time!
I think next time I might be tempted to try a infiltrating list, or something that doesn't need to deploy normally. Anything that has the power to break the deployment restrictions basically!

Sunday, 7 February 2016

Battle Report: Howling Griffons vs Eldar

Earlier this week I played a guy called Ross at our club (Leicester sabres) for the first time. He had a lovely looking Eldar army, and I took my howling griffons. I didn't have as many bikes as I thought I would, partly because I don't own as many painted bikes as I thought I did!

My army consisted of:

Librarian: Psyker (Mastery Level 2); combi-grav; Space Marine bike 120

2 Space Marine Bikers: 2× grav-gun; + 1 Biker Sergeant (combi-grav; melta bombs) 108
4 Scouts: + 1 Scout Sergeant 55
Land Speeder Storm: multi-melta 50
9 Tactical Marines: meltagun; lascannon; + 1 Space Marine Sergeant (combi-melta) 180
3 Space Marine Bikers: 2× grav-gun; + 1 Biker Sergeant (combi-grav; melta bombs) 129

9 Sternguard Veterans: 2× combi-melta; 2× combi-plasma; + 1 Veteran Sergeant (lightning claw) 275
Drop Pod 35

Drop Pod 35
Drop Pod 35

2 Devastator Centurions: 2× grav-cannon and grav-amp; + 1 Centurion Sergeant (grav-cannon and grav-amp; omniscope) 250
1 Thunderfire Cannon: + 1 Techmarine Gunner 100

Inquisitor Coteaz 100

Inquisitorial Henchmen Warband
Acolyte 4
Acolyte 4
Acolyte 4
Death Cult Assassin 15

1,499 points
Not completely optimised, partly due to the lack of bikes but also due to my wanting to try the acolytes. I could even put them in a drop pod if I wanted to! Great for siezing objectives. Especially in a hammer and anvil set up. But we played kill points. And Ross had two wraightknights. So they weren't a lot of use!

A rough breakdown of Ross' list (I think) was as follows:
  • Farseer on a jetbike
  • 2x small squads of jet bikes each with a warlock
  • 2x 3 man jetbike squad without a warlock
  • 3 hornets. 
  • 2 wraightknights 
So pretty min maxed. He got a bunch of psychic powers (including guide and eldritch storm) and I got psychic shriek for both, with the Coteaz getting preseince and the librarian getting forewarning (4+ inv) to round things out. I went into the game reasonably confident. It wasn't going to be easy, but at least it wasn't to difficult!


I was lucky enough to get first turn, and with a drop pod army took it!  Ross had mainly castled on to one side and I decided that I had to grab first strike, a wraithtknight and something else in the first turn.  So I went after his castle with my sternguard and centurions. And actually did reasonably well! 



All three of the units of jetbikes (including the farseer one) on this side of the Board failed thier moral check following my alpha strike. However, he rolled his flee numbers the right way around and they all stayed on the table. I killed a hornet and got this wraightknight down to one wound. 

In Ross' first turn he used the wraith knights to "D" off my grav centurions despite thier 4++ and the rest of his army took a big bite out of the sternguard  and the bikes who were with the librarian. I was also then charged by both wraightknights (one into a squad of bikes, and one into some sternguard). For the record "charged by both wraightknights" is not a experience I'm looking to repeat in the near future. However, to my glee the squad of four bikes (read, "my right flank") held a wraithtknight and that flank up for 3 successive combat phases. For thems that don't know what that looks like, here's a quick picture:


In my turn two I used what grav I had left to drop the other wraightknight and try and add further pressure onto where I was pushing in his deployment zone. I killed some more jetbikes, and thunderfire cannoned the life out of the farseer/warlock/jetbike.   My drop pod with added acolytes turned up and stayed out the way. Literally nothing for them to do. 

In his turn two Ross was beginning to consolidate and push back. My scouts got pinned down and then killed by the farseer, and the hornets continued to do nasty things. My inability to finish of the farseer and warlock was beginning to cost me dearly. 

Over turns 3&4 I didn't actually score a kill point, whilst the purple Eldar continued chipping away st my forces.  I made a bad call with my librarian, forgetting that I was withdrawing to leave the scouts to die so that I could have a go at the other wraightknight. I doubt it would have affected the result but it did mean they were in range of both hornets and able be brought down by them at the bottom of turn 3. 

Despite my thunderfire cannon being great value for money and a constant threat, my back line very quickly collapsed when the other wraightknight got in there. This a shot of the wraightknight charging into what remained of my flank:


And this one combat phase after the previous shot. 


This one tactical marine was pretty much all I had left by the bitter end :( poor guy. Oh, plus a 1 hull point left on a drop pod. The game ended as follows:

Me: 5 kill points and first strike. 
Ross: 10 kill points, slay the warlord and line breaker

After game thoughts
I didn't make a few key decisions in the early game that could have helped me in the longer term. The hornets were much nastier than I thought they'd be for example. I also probably should have put the tactical squad in a drop pod and suicided after one of the hornets on turn 1. Tbh that's all my sternguard ended up doing. 

Ross was a real pleasure to play against, I was worried I might be bringing to powerful an army but I think we were quite balanced on paper. We both hadn't played in a while and I think myself I particular was a little rusty. 

Army list changes
I think overall I'll need to go back to the drawing board and make this list a bit leaner if I'm going to use it again. Add more bikes maybe, or strip stuff out so I can put wyverns in. We will see!

Wednesday, 27 June 2012

Something New Today

My New Project.

Sooooooo. In case you have been living in a fantasy shaped (or LOTR shaped – lol as if) hole for the last 2 years, you will be aware that 6th edition us upon us this weekend. To celebrate, my local store is opening at midnight, and running a tourney from next week.

Here is one of my army lists

Farseer, Runes of Warding, Spirit Stones, Guide, Doom. 135 Points

Dire Avengers (6) Exarch With Bladestorm, Wave Serpent – Shuriken Cannons 199 Points

Guardians (10) Shuriken Cannon 85 Points

Fire Dragons (5) 80 Points

499 Points

So, Eldar? Oooo Scary. I fancy a change, and have been playing High Elves. I'm thinking I might try this list, see how it plays. The Dire Avengers drive by with Farseer to guide/doom combo to hopefully maul of a unit in one turn with Bladestorm. I think I would fall down against horde armies, and maybe box armies. The problem is that I only have short range anti tank. Also, Runes Of warding (take psychic tests on 3D6) I'm hoping will be very broken in this edition!

The Guardians hold the home objective, plus being able wander forwards with the platform. I'm thinking that if 6th turns out the way I think I will, then I'm going to need snipers. Lots of Rangers. Would I buy a bastion for a silly cover save? Maybe. Maybe. I might even make a bastion with a similar footprint to look like Eldar Webway Portals.

So, What do people think? Will this list work at 500 points? Should I just take space marines to learn the new edition?