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#1 (permalink) |
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Shas'Ui
![]() ![]() ![]() Join Date: Nov 2004
Posts: 658
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Hey all, here's a quick batrep of a game I played last night, prepping for an upcoming RTT. My list, in brief, includes:
Eldrad+5 avengers in falcon Farseer on bike, doom/fortune/spirit stones 8 man seer council on bikes-2x enhance, 2x embolden, 2x destructor 3 squads of 12 guardians with scatter laser and embolden lock 2 wraithlords with bright lance and EML From memory, his list was: 2 battlewagons with big shootas, mega nobz+warboss in one, big mek+burnas in the other (kff) 2 trukks carrying boyz+powerklaw/bosspole nob 1 kopta with TL-rocket launcher and powerklaw 3 killa khans with CC weps some dreadnought thing (it's the modified thingymajigger on 4 legs...can't remember what he was playing it as....but 6 attacks on the charge). a second dreadnought, same setup as above just different models Ignore the lack of painted models, both of us have to get it all done in two weeks to be able to use them in the tournament...if I'm unable to complete this it'll be CSM for me. Mission was annihilation/killpoints, with dawn of war setup. Setup: Eldrad allows for some real sneakyness if I get to go first in Dawn of War setup....I deployed him with two units of guardians the maximum 24" forward, and stretched across the entire table. This forced my opponent to deploy a maximum of 6" in on his edge, and after that I just used Eldrad's special ability to redeploy my forces back to my edge. I forgot to take a pic of this, so I figured I'd better explain .He started with a battlewagon+big mek/kff 6" forward off his edge. Eldar turn 1: I had gotten first deployment and turn, and he failed to steal the initiative so I began. Basically, it was quite a bad first turn, to say the least. The wraithlords came in on the right side of the table, near my warlock/guardian/falcon, and seers took up that flank as well but further out. I boosted them forward a ways up the table edge in order to get his flank. Eldrad hopped in the falcon with the Dire Avengers. I haven't ever posted pics on this forum, so if they don't work I'll try to get them up asap (be warned, bad quality! I'm bringing my SLR next time). ![]() Due to night fight rules and him being about 30" away, nothing in my army was able to see him, and I didn't get a single shot off. Damn Dawn of War .Ork turn 1: Orkks come on all in a big bunch, to take advantage of the KFF bubble. Wagons take up the leader, while killa khans and dreadnoughts bring up his left flank. The kopta is held in reserve for an outflanking maneuver. ![]() Everything rushes forward (red paint job), and he gets a few shots off on my guardians, killing 4. They pass their leadership, and his turn ends. ![]() Eldar turn 2: No more dawn of war made me a little bit more optimistic that I would be able to take a vehicle or two out...so I moved forward a bit aggressively. Eldrad attempts to cast fortune on the falcon, and fails due to double 1's. He also fails to prevent the warp test on a 3+, and then fails his 4+ (ugh! One wound on). He attemps to fortune again, and once more rolls 1's (3 to be exact). He again fails the 3+ prevention, and takes a second wound....ouchies. He then guides the falcon successfully, who then takes up a spot behind the building to get a cover save. ![]() The seer council moves up and within charge range of the killa khans, but before that they fortune themselves and guide the nearest wraithlord. I forgot again to take a picture of this portion. Wraithlords both move a bit to the right, and along with the falcon attempt to take out a battlewagon....falcon has side armor and is guided, and one of the wraithlords is guided...but they fail to do anything at all. However, one of the guardian squads successfully pops a trukk! The other two fail to pen, thanks to KFF saving everything (this was also the reason the wraithlords+falcon didn't wound...KFF saved 4 pens and a glance. Argh). He rolls a 1 on the damage table, and the trukk blows up killing 5 orkks, who then become pinned. ![]() Assault phase begins, and the seer council take on the killa khans, annihilating the unit (yay for str9 witchblades, they really rip vehicles apart). The impending blast from one of the khans takes out a warlock through a rerollable 3+ save . They consolidate back 5", but are still too close to the dreadnoughts for me to feel safe...Ork turn 3: This is where I was very surprised. I did not know that open topped battlewagons could move 13" and drop their load off, and so I got a nice little batch of meganobs+warboss in my guardians face! If I had known this I would have moved them backwards 6" the previous turn and been out of range, but I've gotta learn things the hard way first. The battlewagon carrying the big mess of burnas (I think, flamers?) moves forward 6" and drops them all off in front of my sorta of bunched seer council. Oops again on my part. He rolls something like 40 hits....20 odd wounds...and only one seer drops, thanks to rerollable 3's and some good luck. The farseer also takes a wound. Their battlewagon takes a few guardians in the far right squad out, and they fail 2 leadership checks (embolden lock), running backwards 5". ![]() Assault phase the meganobz+boss charge my guardian squad, and proceed to wipe them. The burnas charge my farseer squad accompanied by the closest dread, and get completely messed up. Council kills about 10 orks, and they drop only 1 warlock (the #2 regular warlock, leaving me with most of my upgraded locks still alive). The big mek and burnas fail their leadership check, but as I am still in combat with the dreadnought I cannot pursue...oh well. They are unable to recover due to only two burnas still alive . The council piles in to the dreadnought.![]() Eldar turn 3: Seer fortunes the council, and doesn't use doom due to them being in combat with a vehicle. Eldrad fortunes the falcon, and it again moves slightly around the building to get a cover save. The running guardian squad fails it's leadership check....twice...and keeps on charging straight for the table edge. Thankfully I roll low and they don't quite make it to the edge! Falcon takes a shot at the closer battlewagon, and blows it up. Unfortunately there are no orks inside, but it got rid of the ram and big shoota. Both guided wraithlords shoot bright lances and EML's at the meganobs after moving towards them, but they make all invul saves. Guardian squads both shoot at the remaining trukk, first immobilizing it, then for lack of other targets the second squad scatter lasers it, and it blows up! The squad inside takes a couple casualties. Wraithlords join a guardian squad, charging in to the meganobz squad, and one lord is able to base the warboss. I elect to put all 3 attacks from the left wraithlord on to the boss, hoping to insta kill him, and succeed! The other wraithlord pops a single meganob. In return they take 3 wounds, and make their fearless saves. Guardians fail to do anything, and on a rerollable 7 they fail....and run off the board. Silly little guys, always running! Combat ends up looking like this: ![]() My council fails to do anything to the dreadnought, and it in turn drops one of the warlocks. Orks turn 3: Kopta comes on from the side table edge, but misses his pot shot at the falcon and sits around looking silly. The boyz from the blown up trukks move forward and run towards my table edge, gunning for the wraithlords in combat. Big Mek runs off the table with the burnas. Shooting phase the big shoota in the second battlewagon takes out a few guardians, and they pass their leadership check. I was almost surprised to see them stick, giving how many checks I was failing! The second dreadnought charges my seer council to assist the first. Combat ensues, and wraithlords kill 3 more meganobz. The remaining powerklaw meganob takes out the first wraithlord. Combat continues. Seer council roll very well, and destroy the first dread. The second however kills 3 warlocks. They finish combat and consolidate around him. Eldar turn 4: My turn 4 I fortune the seer council with farseer, guide falcon and a guardian squad, and use the template psychic attack on the battlewagon...doing no damage but spinning it around leaving it's rear to my falcon . The falcon then destroys it with a pulse laser. Guardian squad shoots at one of the boyz trukk squads, taking out a few. Very little shooting, so we move to the assault phase. Wraithlord finishes off the meganobs, and the seer council pops remaining dreadnought (I'm extremely pleased with witchblades, str 9 is great for taking out walkers etc, especially since I hit first...yummy). They consolidate forward towards the remaining battlewagon and the boyz on foot. ![]() Orks turn 4: Kopta moves forward, and puts a wound on the remaining wraithlord. Boyz move forward and declare a "Waaaagh!", allowing them to charge the wraithlord. Lord kills a single boy...and then gets smacked by the powerklaw nob. Thankfully he doesn't go down. Eldar turn 5: Eldrad guides the falcon, and kills one of the PK nobz with a mind war. Council fortune themselves, and doom the unengaged boyz squad. Falcon immobilizes the battlewagon, and also takes out the big shoota. Assault phase the Council take on the unengaged boyz squad, and wipe them out. Wraithlord is now safe from powerklaws, and kills two boyz, who then run and are wiped out (lack of fearless and no nob=death for orks). Ork turn 5 there's really nothing for him to do...but the kopta does finish off the wraithlord .Game ends, Eldar take the win with something like 9 killpoints to his 3...good game for me overall, despite terrible rolling at the beginning. |
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#2 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: May 2006
Location: Massachusetts
Posts: 2,920
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So many psychic powers going on! Good game and nice report. Its always sad to see orks get killed especially to panzees, but you played a better game. The redeployment was a good tactic, and next time you'll learn the charge range of mounted orks. I have to say your army is painted very well too, can't wait to see it all finished.
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#3 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2007
Location: Australia
Posts: 2,636
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Ummm, WIld, psychic powers still go off on a double 1. And Eldrad has a 3+ inv and a 3+ ghosthelm save. And you can cast doom at other units, even if the unit using it is in combat with something else....
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#4 (permalink) |
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Shas'La
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Yes, Doom isn't listed as a Psychic Shooting Attack and so it doesn't face any restrictions from being in close combat. Same thing goes for Fortune and Guide.
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#5 (permalink) | |
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Shas'Ui
![]() ![]() ![]() Join Date: Nov 2004
Posts: 658
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Quote:
As for doom being cast at another unit while in combat...that I did not know, and it makes it significantly better! I am however considering swapping doom for mind war, there's not a whole lot in my list that is greatly helped by rerolling wounds....falcon, wraithlords, and scatter lasers wound most anything on a 2+ anyways....and of course witchblades are always 2+. |
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#6 (permalink) | |
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Shas'La
![]() ![]() Join Date: Jun 2008
Posts: 440
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Normally I'd scream heresy at the thought of not taking doom, but looking at your list you've got a good point VV1LD, most everything you've got should wound on 2's anyway. And Mind War would be a great addition to pop those buried power fists, pain boyz etc.
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#7 (permalink) |
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Shas'Saal
![]() Join Date: Feb 2008
Posts: 184
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Mega Nobz Don't have an invulnerable save.
Also, that 4 legged thing is nothing i've ever seen! must be a converted deff dread, a sweet conversion i might add! |
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#8 (permalink) | |
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Shas'Ui
![]() ![]() ![]() Join Date: Nov 2004
Posts: 658
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Quote:
. The guy who owns the ork army has an incredibly well painted and converted Eldar army as well, and when I say incredibly painted I mean competition worthy. And, of all things, in his collection are no less than 7 wraithlords in various poses
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