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Made in ca
Furious Fire Dragon






Game 1
Game 2
Game 3
Game 4 - Overall Game Summary at Bottom of Post

My list:
Farseer, jetbike, ROWarding, ROWitnessing, Fortune
Autarch, jetbike, laserlance, meltagun, mandiblaster
6 Warlocks, jetbikes, 3 destructors, 2 embolden, 1 enhance

5 Fire dragons
Wave serpent, shuriken cannon, stones
5 Fire dragons
Wave serpent, shuriken cannon, stones

5 Dire avengers
Wave serpent, EML, shuriken cannon, stones
5 Dire avengers
Wave serpent, EML, shuriken cannon, stones
10 Storm guardians, Warlock, 2 x Flamers, Destructor
Wave serpent, Scatter laser, Shuriken cannon, stones

Fire prism
Fire prism
Nightspinner



-Some after thoughts on my list. I had been building the seer council upto the NOVA and had only play tested it once, so my use of it was really limited. I found the autarch extremely useless, and actually found the seer council much more fragil and much less effective than I had anticipated. It was a major point sink, and it never payed off for me, which was a shame really.


Marines:
Shrike
Khan on bike

10 Th/SS
10 Th/SS

8 Bikes, 2 meltas, multi melta attack bike
8 Bikes, 2 meltas, multi melta attack bike
4 bikes, 2 meltas, multi melta attack bike

Mission: pitched battle, 5 objectives
He took the fleet special rule instead of outflanking. He won the roll to go first and took it. He deployed everything spread out along the board and combat squaded everything that could (not the termies though). I only deployed the seer council and left everything in reserve. He infilitrated shrike with 10 termies 18" from me.


Turn 1:
He seperated shrike to move closer to my seer council in hopes of getting a good fleet roll. He moves termies back up to shrike and rejoins. He fails his fleet roll though. Everything else turbos forward and hes halfway up the board already.

Having nothing else to do, I fortune myself, shoot, than assault the 10 termies and a 5 man bike squad. Autarch hits the bikers and kills 2 I think. I kill a couple termies. The bikers run away and termies hold.



Turn 2:
He does the same seperate and rejoin move with khan and the other termi squad. He moves them closer to the combat. all other bikes continue to turbo boost. Combat sees me lose some warlocks.

I get almost my entire army in, everything but 1 dragon squad and a dire avenger squad. Thankfully, as my autarch has 1 wound left from shrike hitting me. Combat sees me kill shrike, but he insta gibbs my farseer. He has 4 termies left and I have 2 warlocks and the autarch now. I shoot the rest of my army at the closest bike squad and he made every single 3+ cover save.



Turn 3:
He starts walking his other 10 man termi squad towards my corner as I try and avoid them like the plague. Shooting wrecks my DA serpent. and in combat he finishes my seer council now I have no fortune lol.

I get no reserves in. Storm guardians turbo to far objective. I try and get my DA that are now on foot to run after a fleeing bike squad but my guys trip and only run 2". Nothing else really exciting happens, I kill a bike squad off at some point here. I try and spinner the full termi squad basically every turn.


Turn 4:
He hides 2 bikers behind a hill, which I actually never saw him do, and didnt realize he did it until turn 5. Which ends up costing me the game evntually. He keeps moving the termies closer to me. He shoots my 5 DA and they run away. He wrecks the storm guardian serpent and they pile out. I try and bait his large termies with either the nightspinner or the fire prism so he wont go after the objective. At this point not realizing he has a unit hiding in the far back corner, otherwise I would have turbod my prism over there to contest.

I flame a unit of bikes to death with my storm guardians. The rest of my shooting goes after the other 2 bike units in the back corner. At this point, my opponents dice have been rolling incredibly well, and they keep rolling incredibly well as he rolls 11, 11, 11 for 3 different bike units morale and all 3 run off the board. At this point I THINK he has no troops left and figure the game is bagged. Oh how I was wrong.


Turn 5:
He brings out his hiding 2 bikes onto the objective. assaults my prism with the 4 termies, and kills it. His termies wreck the other DA serpent.

I finally get my other fire dragons in, but its obviously to little to late at this point. I get them out to try and kill some termies. But dont manage to do anything really.


Time runs out here.

We tie objectives (pri), we tie VP (sec), and he wins on table quarters.......He has a single wounded attack back left, half a termi squad, and almost a full termi squad left......I have full storm guardians, full DA, full dragons, 1 serpent, 1 prism, 1 night spinner, and half a fire prism still left. A very frustrating loss, as I felt I had this game in the bag.

Another game where I lost the roll to go first (I wanted to go second here anyways, I still lost the roll though), and I lost the entire seer council again.

This message was edited 2 times. Last update was at 2010/08/16 22:30:19


   
Made in us
Navigator





Massachusetts

Sounds like a very frustrating loss.

I do have a question though. I do not have my rulebook with me here at work, so please shoot this down if I'm wrong, but I don't believe that Shrike move he did on turn 1 is valid. I remember hearing the trick before and remember there being a ruling where an IC cannot join a unit he left at the beginning of the movement phase. Or an IC has to move to join a unit and not vice versa where a unit can move to join an IC.

Again, just something I heard and cannot back up currently. If someone could please confirm that I would appreciate it.

This message was edited 1 time. Last update was at 2010/08/16 19:12:09


It's all fun and games until someone loses an eye....then you have an eye to play with!

w/t/l
BA: 23/2/1
IG: 14/2/2
Salamanders: 21/4/3
Chaos: 5/0/4
SoB: 11/3/3 
   
Made in ca
Furious Fire Dragon






I questioned the guy on it, as he did it every turn with both ICs. Both ICs were faster than their units, so they would disconnect to get further ahead, and than stay within 2" to regroup at the end of the movement phase. I didnt think you could leave a unit and rejoin it again (the same unit atleast). It didnt make a huge difference really though.

And Im still not sure you can do what he did, I just assumed he knew what he was talking about and I let him do it

   
Made in us
Longtime Dakkanaut




You don't determine whether an IC has left a unit until the end of its movement. Until it is separate, they move as one unit, which moves at the speed of its slowest model. So, by rule, if you attach a jump pack character to a squad of terminators, in the next turn's movement phase he cannot move 12" ... he can only move 6"

Nuanced / easily misunderstood rule.
   
Made in ca
Furious Fire Dragon






MVBrandt wrote:You don't determine whether an IC has left a unit until the end of its movement. Until it is separate, they move as one unit, which moves at the speed of its slowest model. So, by rule, if you attach a jump pack character to a squad of terminators, in the next turn's movement phase he cannot move 12" ... he can only move 6"

Nuanced / easily misunderstood rule.


so it was played wrong? he was moving the IC first, declaring it was seperating, than moving the unit it used to be with up to the IC and rejoining.

Like I said though, it didnt make a major difference, it just made his unit be able to move about 2" further each turn.

   
Made in us
Been Around the Block





Aye, have tried this before, but I feel wrong doing it, but this is the process of the "trick"

Shrike joins a unit of Terminators.

They Infiltrate Together

1st Turn is Marines (Required nearly because otherwise the enemy can move out of range.)

Shrike is declared to have split off and moves his own using his Jump Pack.

He moves 8" roughly.

Termies move up 6"

Termies and Shrike are now 1 unit again at the end of the Movement Phase, according to the Independent Character rules.

It's called a slingshot in my book, and though it's one of those gamey tactics, this one requires first turn for the Marines, in fact the Terminator portion of this list you faced in general does, IMO.

Gotta read the BR a bit more thoroughly, but I would personally brave into the 18" zone more than willingly with Mech Eldar. They hit you on 6's, a squad of 10 can't all get in combat if you place yourself right.

But ya played well otherwise it seems, I too am frustrated when I think I got a enemy pinned down for a loss only to find out some small squads were hiding here or there. XD

This message was edited 1 time. Last update was at 2010/08/16 22:25:04


 
   
Made in us
Fixture of Dakka





San Jose, CA

The Shrike 20" move/assault is illegal. MVBrandt is correct. It's like firing all the bolters on a tact squad, then moving onto another tact squad to fire at the same target and then coming back to the original squad to fire their special weapons. Within the same squad, all movement, just like shooting, is done at the same time.


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in ca
Furious Fire Dragon






good to know for the future, like I said it wasnt game changing stuff though, just gave him a couple extra inches. Wont let someone do that to me again

   
Made in ca
Fresh-Faced New User




I'm the guy with the Yellow marines.

This game made up for my horrible rolls on game one. I could not seem to damage razorbacks and vindicators with thunderhammers or multi-meltas, that game.

This message was edited 1 time. Last update was at 2010/09/01 04:02:53


 
   
Made in us
Stalwart Space Marine




Pittsburgh, PA

Really nice looking army, Mafty. Sorry the dice were not rolling your way.

Loving reading all the different reports from NOVA.

Space Wolves - 3000+

Dwarves - 3000+


Our obligations to our country never cease but with our lives.
John Adams 
   
 
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