Game 2 with my current build. Played Thing 2 again with a slightly revised Eldar army and shuffled terrain.
Scenario: The Relic
Deployment: Vanguard (diagonal)
First Turn: Eldar
Mantis Warriors:
HQ: Redth (warlord power = roll extra die when running)
EL: 5 sternguard (2 plasma cannons, 2 combi-
plas, srg w/ combi-melta)
TP: 10 tacs (flamer, las cannon, combi-melta)
TP: 10 tacs (flamer, las cannon, combi-melta)
FA: 4 scout bikes (3 gren launchers)
HV: 5
devs (3
ML, 1
LC)
Eldar: (roughly 1150 pts)
HQ: Avatar (warlord power = scoring)
EL: 7 Banshees w/ exarch (executioner)
TP: 6 Pathfinders
TP: 10 Dire Avengers with exarch (blade storm, defend)
FA: 7 Warp Spiders with exarch (power blades, twin guns)
HV: 3 War Walkers (2x
BL, 2x
SL, 2x
SL)
HV: Fire Prism
Thing 2 wins the roll off and elects to go first. Given the scenario, I elect to use Redth's combat tactics and infiltrate my entire army. Thing 2 rolls the PERFECT warlord trait given his army and the scenario... the one that makes his (Avatar) scoring. Ouch! I can see it now, the Avatar marches up to the relic, grabs it & marches off the table, shrugging off shells as he goes. He deploys well with his avatar as close as possible. I forgot where the warp spiders were deployed... somewhere out of camera sight. Probably back with the Avatar I think.
In my deployment, I keep in mind an earlier discussion with
Solar_lion and think about how my army is designed to be used before deploying it willy-nilly. It's a shooting army... I should deploy & use it as such. I find both the
devs and the sternguard a nice open firing lane in cover that protects the relic. I put a combat squad with the libby hidden behind a building so that he can use null zone to force invul save re-rolls at the table center. The bikes are also there as my counter-punching unit. I put one full
tac squad in the open in the upper left to cover the relic from that angle so that anything that tries to make a grab for it will have to deal with them (or be plinked at). Also they're kind of a decoy to draw the Eldar away from my main force. The other half of the combat squadded
tac squad is in the wood as close to the relic as I can get it in case they can make a dash for it once the dust settles. He then deploys his pathfinders right near the relic.
My nice shooting lane. The relic is the small red blob that you can just barely make out in the upper right by the pathfinders.
Turn 1:
The Eldar move forward aggressively. The pathfinders (being closest) grab the relic. The Fire Prism's shot thankfully deviates off my
tac squad and the combined fire of the War Walkers only manages to kill 1 devastator. In return, the plasma blast templates with supporting fire from the big and small
tac squads wreak havoc on the Eldar center, killing 4 pathfinders, 3 banshees and 3 warp spiders. So far my "decoy"
tac squad is drawing off the Avatar, fire prism and banshees, not too bad. The
dev squad takes out the first war walker with a couple of pens & a roll of 6.
Turn 2:
The pathfinders pile in with the dire avergers in order to get out of my main firing lane. The dire avengers and the fire prism open up on the full
tac squad which I'd left stupidly bunched up and kill all but 1 (the las cannon), who passes his leadership. The Avatar, banshees and warp spiders all move towards my deployment zone but are too far away to do much. Shooting from the War Walkers kills yet another
dev. In my half of the turn, the lone las cannon beats feet around the building to either draw eldar forces further off, or if ignored... go for the linebreaker point. On the other side of the table, my entire army opens up on the Avatar, and thanks to Redth's null zone... kills it, getting me both "slay the warlord" and "first blood" in one shot (well, more like 20 shots). One of the sternguard plasma cannons overheats, killing the gunner. Typical.
Last man standing...
Turn 3
The dire avengers and pathfinders (still with the relic) make for the hills. The banshees and warp spiders continue to advance while the fire prism blocks my view of the fleeing panzy relic carriers. Shooting sees the war walkers wipe out the
devs, while the banshees and spiders take out two of the right hand
tac squad. The warp spiders, looking to repeat their performance from last game... charge in, unfortunately snap fire takes one out and they fail their charge roll. The resulting morale test sees them falling back towards their board edge... now under 50% so they can't rallyl. In my half, the two combat squads and the sternguard fire their weapons at the approaching banshees, killing 3. The bikes re-position themselves so they can swing around the back of the building and harass the fleeing eldar troops with astartes grenade launcher fire.
Turn 4
Combined shooting from the fire prism and war walkers kill 2 sternguard who pass leadership. The lone banshee charges but is killed in combat without doing any damage. The relic carriers continue their 6" progression towards their board edge.
Unfortunately, that's where we had to call it. My plan was to use the bikes to harass the retreating relic squads while going for linebacker with the lone las cannon in the upper left and the remnants of the combat squad in the lower right. I think I would have gotten one of them to score the point. Even unimpeded... he'd not have gotten the relic off until turn 6 or maybe even turn 7... so I think I had a decent shot at winning this one or at least tying.
Analysis:
The army works better when I actually use it like it was designed to be used. Redth's powers actually made a difference this game. The 9-year-old played a pretty good game. Got a little frustrated there at the end but overall made some good decisions.