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Made in us
Longtime Dakkanaut





I get an email from Mike Clark the week of SVDM that space has openned up so I immediately let me friends know and when Brad says he can go book a hotel room. So head to Brad's house early Sat morning and he gives me a ride to Media.

Here are some pictures of some of the other armies a SVDM GT
http://www.dakkadakka.com/gallery/images-5770-24266_Svdm%20Gt%202012%2040k%20Armies.html

Its extremely last minute and I haven't really played since last year's hardboys so I just go with my old 1850 making one change putting in shotgun vets.

My list Asgard 501st 1850pts
HQ
Company Command Squad with 3 Melta guns + Astropath in Chimera "Odin" with Multi Laser and Hull Heavy Flamer
Troops
Veteran Squad with 3 Melta Guns 6 Shotguns in Chimera "Tyr" with Multi Laser and Hull Heavy Flamer
Veteran Squad with 3 Melta Guns + Auto Cannon in Chimera "Hodur" with Multi Laser and Hull Heavy Flamer
Veteran Squad with 3 Melta Guns + Auto Cannon in Chimera "Eir" with Multi Laser and Hull Heavy Flamer
Infantry Platoon
Platoon Command Squad w Alrahem + 3 Melta Guns in Chimera "Hermodr" with Multi Laser and Hull Heavy Flamer
Infantry Squad with Melta gun in Chimera with Multi Laser and Hull Heavy Flamer 115 pts
Infantry Squad with Melta gun in Chimera with Multi Laser and Hull Heavy Flamer 115 pts
Fast Attack
Vendetta Gunship "Hirst" 130 pts
Vendetta Gunship "Lenneth" 130 pts
Vendetta Gunship "Silmeria" 130 pts
Heavy Support
Hydra Flak Tank "Mani" with Hull Heavy Bolter 75 pts
Manticore "Freya" with Hull Heavy Flamer 160 pts
Manticore "Frei" with Hull Heavy Flamer 160 pts

Full army on display board


Company Command Squad with Company Commander Anna Udinov, Astropath Kassandra and 3 Melta gunners.


Veteran Squad with 3 melta Guns and Shotguns


Veteran Squad with 3 melta guns and Auto Cannnon


Second Veteran Squad with 3 melta guns Auto cannon


Gil Ra im counts as Alrahem + Platoon command and some more objective markers.


Infantry squad and their Chimera with Objective Marker in left corner


Vendetta Gunship "Lenneth"


Vendetta Gunship "Silmeria"


Hydra "Mani"



Tournament info
Unless stated, all missions use Random Game Length, Infiltrators, Outflank, Scout, Reserves, Deep Strike, and Seize the Initiative. If you fail to achieve the Primary objective, but Wipe Out you opponent, you automatically count as achieving the Primary objective.



Objectives: Each mission has a Primary, Secondary, and Tertiary objective. A player receives 10 points for winning the Primary objective, and counts as winning the game. Primary Objectives have tie breakers. Secondary and Tertiary objectives reward 6 and 4 points respectively, or half of that in the event of a tie, or none in the event of not achieving the objective at all. The different types of objectives are:



Seize Ground: BRB page 91, (5 objectives)

Capture and Control: BRB page 91 (1 objective per player)

Annihilation: BRB page 91 (Kill Points)

Breakthrough!: at games end, have a scoring unit in the enemy deployment zone.

Command Post: at games end, have an HQ in the enemy deployment zone.

Victory Points: page 300 of the BRB

Wipeout!: page 90 of the BRB

Assassination!: Kill a specified unit or model, example: kill all the enemy HQ choices.

King of the Hill: Hold an objective placed at the center of the board

Table Quarters: Hold a table quarter by having more scoring units in it than the enemy. Holding the most table quarters wins.



Round 1 versus Matthew playing Eldar

Matt'hews Eldar list
HQ
Aaron the Levite (Farseer) with Fortune, Jetbike, Stones, Doom
7 Warlocks on Jetbikes with 3 Destructor, 2 Spear, 2 Embold, 1 Enhance

Moshe Rabbinue counts as Eldrad

Elites:
7 Fire Dragons, 1 Exarch w/crack, Tank Hunters in Wave Serpent, Shuriken Cannon, Stones

Troops:
3 Guardian Jetbikes, 1 Cannon + 1 Warlock w/ Spear, Destructor
3 Guardian Jetbikes, 1 Cannon + 1 Warlock w/ Spear, Destructor
5 Dire Avengers

Heavy Support
Night Spinner w Holo, Stones
Night Spinner w Holo, Stones
Falcon w Holo, Stones, EML, Vectored Engines

Matthew is running Seer council Eldar something I used to run last edition myself. Seer council can be really tough with fortune but with Dawn of War I'm hoping I can kill some without fortune.

Picture of Matthew's Army


Matt put in some really cool LED lights into his grav tank engines. The tanks open up and there is a watch battery power each of those LEDs with an on and off switch its really cool.


Mission 1: Red Dawn

Primary: Kill Points

Tie Breaker: Victory Points

Secondary: Assassination: HQ

Tertiary: Assassination: Troops

Deployment: Dawn of War

My Deployment
Reserve Alrahem's Platoon. Deploy veteran squad with 3 meltas and shotguns in chimera at the middle of the board, Everything else rolls on turn 1.

Matthew's Deployment
Reserves both Bike Squads with everything else coming on turn 1.

My turn 1
The middle veterans pulls back 12 and everything else rolls on with Vendettas boasting 24.

Picture after my first turn


Matthew's Turn 1
Matt brings on his forces on the right. Wave Serpent full of dragons and eldrad turbos 24. Seer Council turbo boosts. Falcon and both night spinners arrive in the very corner. First night spinner hits the left vet chimera and manticore putting them in difficult terrain. Second night spinner hits the right vet chimera and manticore putting them in difficult terrain. Falcon fails to see the right Vendetta.

My Turn 2
Alrahem's Platoon rolls on the right side. Decide take the fight to him and hopefully take out his wave serpent and take his seer council down to side. I decide not to take a chance with the difficult terrain and roll on with Alrahem's chimera in front of the wave serpent instead of behind since immobilizing off the table would cause it to be destroyed. If points are available might want to take a dozer blade on Alrahem's Chimera in the future. Right two Vendettas move to target the wave serpent and the left one moves to target the seer council. Alrahem's squad fires at the Wave Serpent but fails to do anything. Right two Vendettas fire at the Wave Serpent and fail to do anything. Hydra fires at the wave serpent and wiffs. Right Manticore fires at the wave serpent with only 1 shot and scatters off. Left Manticore fires at the seer council and scatters off. Left Vendetta fire's at the seer council killing 1. Right vet auto cannon and all available multi lasers fire at the seer council killing 4.

Picture after my turn 2


Matthew's Turn 2
Neither bike squad arrives from reserve. Eldrad fortunes his squad and the wave serpent. Aaron fortunes the seer council. The wave serpent turbo's and rams my company command chimera wrecking it. Falcon turbos and rams Alrahem's chimera shaking it Seer council moves to multi assault alrahem and the infantry chimera. Night spinners move slightly. One night spinner wiffs the other hits the right most Vendetta and rear infantry chimera putting them in difficult terrain. Seer council multi assaults both chimeras, immobilizing the infantry squad chimera and immobilizing and destroying both weapons on Alrahem's chimera.

Picture after


My turn 3
Company command moves partially into the wreck of the chimera making their dangerous terrain so that Eldrad's squad will have to make dangerous when assaulting them if they do. Left Vendettas move to target the night spinners as they only think without a cover save. Right Vendetta immobilizes itself when moves to target the seer council. Chimeras near the dragon serpent move away from it 6. Company command orders fire on my target and blows up the waves serpent killing a couple fire dragons in the explosion. Left Vendetta blows off the gun off a night spinner. Middle vendetta shakes second night spinner. Hydra fires into the seer council as does available multi lasers killing nobody cause of fortune. Manticores fire at eldrad's squad with the fire dragons and kill another fire dragon. Forgot to get out with Alrahem's squad. The seer council explode Alrahem's chimera and lose a melta gun in the explosion but I make my moral checks.

Matthew's turn 3
One bike squad arrives and turbos 24. Eldrad fortunes his squad and dooms the company command. Aaron fortunes the seer council. Seer council moves behind the infantry chimera into terrain. Dire Avengers get out of the falcon and move towards alrahem's squad. Falcon rams the infantry chimera destroying it and losing its Pulse laser. Infantry squad has to emergency disembark since seer council member blocks the rear hatch. Both nightspinners turbo boast. Dire Avengers shoot Alrahem's squad killing all but Alrahem. Seer council assaults the infantry squad chimera in the corner exploding it killing a couple and they fail pinning check. Dire Avengers assault and kill Alrahem. Eldrad's squad assault the company command killing 2 and I make my moral check and stay in combat.

My turn 4
Left 2 Vendetta's move to target seer council. Chimera in middle moves 6 away from Fire dragons almost up against terrain. Manticores fire at the night spinner near the bike squad just clipping the bike squad and shake the night spinner but fail to kill any bikers. left Vendettas and Hydra fire at the Seer council killing none. Right vendetta fires at the falcon right in front of it and wiffs. lose 2 more ccs members and still stick in combat.

Pic after my turn 4


Matthew's Turn 4
2nd Bikes still don't come in. Eldrad fortunes. Aaron fortunes. Seer council moves to assault the Manticore. Falcon rams the middle Chimera immobilizing it. Other night spinner also turbos towards the middle. Dire avengers move towards infantry squad. Seer council assaults right Manticore wreckign it. Dire Avengers assault and wipe out infantry squad. Eldrad's squad wipes the company commander and consolidates 6.

My turn 5.
Move my Chimera and Manticore away from his forces. Manticore fires off a shot a the dragons. Vendettas try for rear shots on tanks but don't do anything. Vets in immmobilized chimera shoot and explode the Falcon in front.

Matthew's turn 5
Bikes auto come on the right side. eldrad fortunes and so does aaron. Right bikes turbo towards my vendetta. both spinners turbo towards the left. Dire Avengers shoot and cause squad in corner to run off the board. Dragons explode the middle chimera eldrad's squad and the council multi assault and kill the vet squad and consolidate towards the left.

Picture after his turn 5


Roll for turn to continue and it does.

My turn 6
Move Chimera and Manticore away again 12. Vendettas move to target the spinners. Vendetta kills one.


Matthew's Turn 6
Eldrad fortunes and so does Aaron. Seer council turbos. Fire dragons move towards the manticore. LEft Bikes move towards the chimera. Middle bikes move towards Vendetta. Night spinner rams the vet chimera and shakes it. Eldrad's squad moves towards the middle chimera as does the seer council. Eldrad eldrich storms both the manticore and the chimera. fire dragons blow up the Manticore. Middle bikes assault vendetta wrecking it. Left bikes assault the chimera and take off a weapon and shake it.

Pic after my turn 6


Results
Matt wins taking Primary (Kill Points) and Secondary (Kill HQs) for 16 points. I get 0.

MVP: Vendettas managed to get some kills and do some damage to some tanks

Oops it did nothing: Infantry squads got pinned due to bad roll and emergency disembark.

Game Analysis
Was a bit too aggressive and second turn shooting just didn't do enough couldn't kill that Serpent although did heavy damage to seer council. Should have either gone all out with the gambit and risked the dangerous with Alrahem's Chimera for the rear shots with meltas and to put a flamer on his seer council or rerolled to get Alrahem on the other side to try and play kill points denial. Between fortune and holofields just couldn't kill much afterwards. Points permitting I'm thinking a Dozer blade for Alrahem's Chimera is worth it because sometimes I need to get through terrain for the best shots opportunity. This comes up more often then I would think.

Matt is a nice guy and we had a fun game and exchange emails and chat about Eldar a bit after. Back when I played there wasn't Nightspiners but now they are actually preferable to Fire Prisms.

This message was edited 9 times. Last update was at 2012/03/21 23:57:41


 
   
Made in us
Haemonculi Flesh Apprentice






Yea fortune is stupid... What is more stupid is using holo fields when ramming...

   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Red Corsair wrote:Yea fortune is stupid... What is more stupid is using holo fields when ramming...


I am in agreeance, rerolling cover is a little OP for vehicles (especially walker squadrons). Rerolling saves is a different beast, but being able to hide Eldrad with a 3++ in a squad..... hes just as bad as fateweaver, cept weaver has a lot more weaknesses

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Made in us
Agile Revenant Titan




Florida

Interesting game 1. Surprised with the outcome, but Eldar can be extremely matchup dependent(ie: no psychic defense). Dawn of War is another very challenging prospect for the Eldar player and luck does play a factor. You just couldn't kill enough on turn 2. I've got to make it up there to this event as Showcase seems to run great events.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Zid wrote:
Red Corsair wrote:Yea fortune is stupid... What is more stupid is using holo fields when ramming...


I am in agreeance, rerolling cover is a little OP for vehicles (especially walker squadrons). Rerolling saves is a different beast, but being able to hide Eldrad with a 3++ in a squad..... hes just as bad as fateweaver, cept weaver has a lot more weaknesses


Eldrad is a amazing, but the units he's enhancing aren't nearly as good in general. Remember that Fortune is only 6" range and used before movement, so you really need a second farseer on bike to make the bikeseers work. A single psychic hood on the opposing side can also ruin a seer council-centered army in one good turn of shooting.

I was a bit surprised to see the Eldar take this one, but they had a couple of good breaks.

Good report, Kirika! Really nice photos, as well. Thanks!

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
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Maelstrom's Edge! 
   
Made in us
Longtime Dakkanaut





Its really ironic I stopped playing my Seer Council Eldar early in 5th edition because of all the Marine librarians with null zone and the inquisitor with board wide hood ally but its come full circle with many armies without psyker protection. that fortune Eldar are really tough cookies when there is no psyker protection. Holo fields working for ramming shouldn't be but its the rules.

Round 2 Versus Joe playing Necrons

HQ
Immotekh the stormlord

Overload with war scyth, mind shackle scarabs, phase shifter, command barge

royal court
harbinger of despair (veil of darkness)
harbinger of eternity (chronometron)

royal court
necron lord with war scythe, mss, res orb)

elites
9 deathmarks

troops
20 necron warriors

10 immortals with tesla carbines

10 immortals with esla carbines

fast attack

8 scarabs

8 scarabs

heavy support
annihilation barge

annihilation barge

Picture of Joe's Army



Mission 2: Thin Red Line

Primary: Modified Seized Ground. 5 objectives are placed on the center line of the table, every 12”, and starting 12” from the board edge

Tie Breaker: Anihilation

Secondary: Breakthough!

Tertiary: Command Post!

Deployment: Pitched Battle.

Joe wins the roll to go first

Joe's Deployment
He deloys spread out with a unit of immortals on the left with scarabs up front, the big unit of warriors spread out across the middle, all 3 barges behind them with another unit of immortals and the other scarabs on the right.

My Deployment
I deploy everything except for Alrahem's Platoon hoping to search light and get some shooting in before the scarbs get too close with 1 Manticore in each corner and the rest of my force spread out.


I make my scout moves with vendettas for cover saves and I roll to seize and do not.

Picture after my scout moves


Joe's Turn 1
Joe gets 3 6's for lightning and wrecks 1 chimera with lightning and explodes 2 chimeras with lightning. My vet squads make their moral and none run away. Everything advances with the command barge turbo boasting to the right side.

Picture after Joe's turn 1



My Turn 1
Left and middle vendettas move to target scarabs and necrons. Right Vendetta moves to target the command barge. Remaining chimera movies up slightly. Right Vendetta fails to see the command barge. Chimera spots search lights and shoots right scarabs. middle vendetta spots the left scarabs and search lights them. Manticores fire indirectly at the large unit of warriors with immotek in them killing a few but a couple get up and they make their pinning check. Everything else shoots at scarabs they can see and kill a few on each side.

Pic after my turn 1


Joe's Turn 2
Imotek's lightning hits the left vendetta immobilizing it, the left vet squad killing a couple, the company command killing one Both squads make their morale. Everything moves and runs up and the 2 barges open fire on the front chimera that search lighted but wiff. Right scarabs assault the front chimera and explode it killing a bunch of vets and they fail their moral and run off the board. The Lord assaults the right Manticore and wrecks it

Pic after Joe's turn 2


My turn 2
Alrahem's Platoon arrives on the left side. Putting 1 chimera in the middle for objectives and the other two towards the corner to burn necrons with flamers. middle vendetta moves to target barge, right vendetta moves to target command barge. manticore moves up slightly alrahem's platoon burns some necrons in the corner seach lightning them. Left Manticore fires into the warrior squad killing a few. Right vendetta blows up the command barge. Hydra finishes off the right scarabs.

Pictture after my turn 2


Joe's turn 3
Lightning hits the far corner chimera wrecking it, and the middle chimera exploding it. Left scarabs move towards the left manticore, immortals advance, warriors moves towards the left. lord moves into terrain Snipers teleport in front of the hydra. barges shake the middle vendetta. Immortals fire into the company command wiping them out. warriors assault the middle chimera on the left stunning and weapon destroy it. scarabs assault the left manticore killing it.

Picture after Joe's turn 3


My turn 3
middle vendetta turbos to the left. right Vendetta move to target the right immortals. Left vets finish off the left scarabs. Hydra and Vendettas open fire on the right immortals killing a few. warriors beat on the left chimera




Joe's turn 4
lightning hits the left infantry squads killing a couple. immortals spread out to take objectives. snipers shoot vendetta and wiff. Left immortals finishes off left infantry squad, immotek seperates out to go kill the infantry in the corner while warriors beat on the chimera. lord moves towards vendetta immotek assaults and wipes out infantry in the corner. warriors just stun the chimera again.




My turn 4
left vendetta turbos over to get read to contest on the left. right vendetta moves 12 to get away from lord and fires 1 las at the right immortals. hydra fires at right immortals killing 1 after be backs. left vets fire at immortals doing nothing. Warriors beat on the chimera and stun it.


Joe's turn 5
Lightning finally stops. Snipers shoot and explode the vendetta that turboed with rending. lord moves towards the remaining vendetta. warriors explode the chimera and the infantry squad loses a few and stays in the crater.


My turn 5
Remaining infantry rapid fire into the warriors doing nothing. Hydra and last vendetta try and kill off right immortals killing 2 but 1 gets back up.

Picture after my turn 6


Results
Joe gets the 14 points for primary and tertiary and I get 0.

MVP not much Vendettas managed to actually kill the command barge and some scarabs and immortals.

Oops it did nothing: Most of the Chimeras just died to lightning really quickly.

Game Analysis
Should have reserved to avoid at least 1 turn of lightning although Manticores can't fire indirectly on the move he probably would have had closer targets at least rushing the scarabs forward. Lightning really hurt this game losing 3 chimeras on turn 1 so it was difficult to move to the center without just getting shot or assaulted and I lost some seach lights. Manticores should have shot scarabs first as each one killed would be 2 bases.

This message was edited 2 times. Last update was at 2012/03/14 19:53:02


 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Ouch! That hurt a lot. How did Joe's army look? I played against him a while ago and his Krieg army was gorgeous.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
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Made in us
Fixture of Dakka





San Jose, CA

Ironically, as an army with little shooting, necrons are proving to be the kryptonite to Super-mechguards.



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Made in us
Longtime Dakkanaut






Dallas Texas

Ive read alot of ur batreps and enjoy them. As an eldar player tho I have a few comments about the first game.

What squad was Eldrad with? the fire dragons or the davu or a 3rd squad you didnt mention?

A seer council, without fortune, is bad. You had 1st turn DoW, and imo you should have shot everything you had at the seer council. You wasted the manticore and 2 vandettas, and although they had a 3+ cover save, if you would have whiped that squad it would have given you the game.

Avoid shooting at the Wave Serpent with lascannons, its a mathmatical waste. Get rear shots on the falcon/Fire Prisms and or Melta them. Move some tank or a vandetta right next to the fire dragons, and bait the dragons to get out. Eldar gets a kill point, but next turn you whipe the fire dragons with small arms fire, and then the opponent compleatly looses any ability to deal with your armor 12.

5 Davu in the open are a free kill point. Not sure why they didnt die afterwards.

With all ur melta guns the night spinner/falcon should have died, holo fields can only do so much.

The 4 GJB squads have LD 8, and NO EMBOLDEN. Kill 1 from each squad with lascannon fire and laugh as they run off the board.

Overall the first game IMO was pretty slopping, or you had bad roles, probably a picture of both. If you had dropped the seer council turn 1 I think you would have tabled him.

I also think the Eldar list is bad


As far as the necron goes I dont know alot about them. Do they have some nightfight rule? And exactly how does lightning work?

This message was edited 2 times. Last update was at 2012/03/14 10:23:09


5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in us
Fresh-Faced New User





Kirika thanks for the reports. I'm looking forward to seeing the rest of them.
This is the Eldar player from the first report. The game was a tough fight, but I think that some people are misunderstanding the list, and as such, I felt compelled to reply to some of the comments about how it was run.

First some clarifications, there was a farseer on a jetbike in the council squad, which helps them keep that fortune going. Eldrad was with the fire dragons, and the dire avengers only showed up when there was nothing left on that side of the table to shoot at them except maybe a vendetta that would have had to fly over there to try, which at that point in the game would have been useless for his survival efforts.

To Mannahnin's point, any sort of psychic defense will shut this army down, but since it's not altogether common in the current Meta, it's been working out for me.

To Smitty0305's points:
With DoW he wasnt able to see very much first turn in order to fire on the council when its fortune was down.

Getting to the rear of a falcon/spinner is harder to do against a player that knows when to and not to expose himself.

The mission factors didn't really require a vendetta to go down, and I had other weapons and ramming tanks to deal with them if I lost the dragons. Furthermore in that regard, the exarch and Eldrad with wound placement and fortune keeps the dragons alive a lot longer than some random arms fire can deal with.

You are right about lascanons at wave serpents, but I think for Kirika, the priority in that turn was the serpent with the dragons.

Melta weapons need range to do jack and I was able to counter deploy by going second and make most of them irrelevant with distance.

You are right, the guardian jetbikes run easily, but they were in reserve all game and when they showed up there were other pressing matters to attend to. Matters were also help by the fact that they went flat out and would get a 3+ against all those lascannons.

I agree, if he dropped the council first turn he probably would have tabled me, but the reason he didn't was because of good placement, not sloppy tactics. I appreciate your confidence in my list, but it was able to take on a leaf blower list in this round and in the next and come out on top in both.

Kirika was a great player and a good sportsman, someone I would be happy to play again.

Cheers.


www.mastercraftgaming.com 
   
Made in us
Longtime Dakkanaut





Mannahin
Joe's army was pretty good but don't think he finished it. Will have to check the army pics and find the pic of his army on display board if any. There was several necrons there.

jy2
Necrons and Grey Knights seem to be the armies I have a huge problem with.

Smitty
Eldrad was with the fire dragons its says on Matthew's turn 1 that the serpent with fire dragons + eldrad turboed. I was trying to get down the two priority targets Eldrad with fire dragons in serpent and the seer council. First turn was probably best time to try and destroy the wave serpent eldrad and fire dragons were riding in since it didn't have fortune yet and if I immobilized or killed the serpent first turn those fire dragons would be far away from any of my other vehicles. Shooting didn't go so well as I had totally bad scatters of 8 and 9 with single shots from the Manticores and Vendettas didn't fare much better missing more often then they hit even with twin linked and shots that did hit either didn't pen or were cover saved.

Would have been a much different game if that wave serpent had gone down. I did take out most of the seer council on turn 1 just couldn't get any more after that between fortune and

I probably should have taken the dangerous terrain roll to bring Alrahem's Chimera on right behind the Wave serpent to get rear shots and put a heavy flamer on the seer council but I tend to roll alot of 1's so didn't take the chance.

Wasn't really anything to shoot the Dire avengers since the squad near them was pinned from the emergency disembark.

Guardian Jetbikes arrived late from reserve by turboing for cover save and you make a leadership 8 check more often then not so coupled with not much being able to shoot them.

Son of Adam
Was a great game and was nice playing and meeting you. Like the LEDs on the grav tank engines. I might have to do that when I redo eldar for 6th edition. Forgot to take a picture of one with it open and the wiring showing. Do you have a picture?
   
Made in us
Longtime Dakkanaut






Dallas Texas

Looks like you had a solid game plan and just got unlucky.

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in us
Focused Fire Warrior





Thanks for these reports! It's nice seeing a somehwat common list like this and how it fares against other armies out there.

It gets a little old reading batreps where people only win all the time; we never get to see them lose nor learn from their mistakes. It's usually "Hey guys I won some games and here are pics."

A refreshing batrep thread to be sure.

"Use the Force, Harry." -Gandalf

 
   
Made in us
Longtime Dakkanaut





Stormcrow
I write bat reps for most tourneys I go to time permitting. The only one I didn't was Nova last year cause my basement flooded out during that storm and well I had more important problems on my hands.

Time for Round 3

Round 3 vs Brad playing Imperial Guard

HQ
Company Command Squad with plasma pistol, 4 plasma guns, officer of the fleet in Chimera w Multi Laser, HHF, Pintle heavy stubber

Troops
Veteran Squad with 3 melta gun, missle launcher in Chimera with multi laser and Hull heavy bolter

Veteran Squad with 3 melta gun, missle launcher in Chimera with multi laser and Hull heavy bolter

Veteran Squad with 3 melta gun, missle launcher in Chimera with multi laser and Hull heavy bolter

Platoon command squad with 2 plasma gun and auto cannon

infantry squad with plasma gun auto cannon in chimera with multi laser and hull heavy bulter

infantry squad with plasma gun auto cannon in chimera with multi laser and hull heavy bolter

fast attack
hell hound squadron
2 hell hounds with hull heavy bolters

heavy support
leman russ with hull las cannnon, heavy bolter sponsons and extra armor

leman russ with hull las cannnon, heavy bolter sponsons and extra armor

basilisk with hull heavy bolter

Picture of Brad's Army



Mission 3: Conquer and Hold

Primary: Table Quarters

Tie Breaker: Annihilation, Victory Points

Secondary: King of the Hill

Tertiary: Assassination: HQ choices

Deployment: Spearhead

I won the roll and chose to go first.

My deployment
Alrahem's platoon reserved and outflanked. I put the company command in the vendetta in the middle so as to have the first turn scout alpha strike option. Forgot about the Assasination HQ choices tertiary there. Put the ccs chimera next to the Vendetta to have them disembark and get in it if Brad reserved everything. Here is where I like to have demo vets but didn't have the points. Deployed the vets with melta auto cannon in chimera's one on each side of my deployment area where they would have firing lines to Brad's deployment zone with the Manticores behind in cover. Hydra went towards the middle where it could see the most. Had one vendetta on the left and and one on the right.

Brad's Deployment
Brad reserves his 3 melta vets in chimera, ccs in chimera hell hound squadron. He deploys his two russes slightly back behind the trees with 2 chimeras filled with infantry squads to the right and 1 chimera with the pcs to the left. basilisk sits on a hill behind.

I scout moved the ccs vendetta forward 24 to try and melta his russ. Left vendetta turboed to the left. Should have turboed to the right to not be in rangee of his reserves. Right vendetta turboed to the right.

Picture after my scout moves


Brad does not seize the initiative.

My turn 1
Company command squad gets out of the vendetta and moves towards the russ through difficult terrain but doesn't quite make it within 6. Middle vendetta they got out of moves back 6 and targets a Chimera. Left Vendetta moves to target a Chimera. Right Vendetta moves to target a chimera. Right Manticore moves out of cover so it can get a clear shot. Company command issues fire on my target on the Russ in front of them and manage to destroy the Russ's battle cannon. Left vendetta shakes the left chimera. Middle Vendetta explodes the middle chimera killing some infantry Right Vendetta stuns the right Chimera. Hydra shakes the basilisk. Right chimera multi laser and their embarked auto cannon fires at the right chimera but wiffs. Left Manticore fires at the left russ and wiffs. Right Manticore fires at the right chimera and wiffs.

Picture after my Turn 1
]

Brad's Turn 1
Left chimera moves up 12 and smokes. Whats left of middle infantry shoots at the company command squad and kills them all but the commander. Left Russ fires at the middle vendetta but misses. Right russ fires at right vendetta but misses. Right Chimera smokes. Basilisk Smokes.

My Turn 2
Alrahem's Platoon does not arrive. Left Vendetta moves to the right targeting the left chimera. Middle Vendetta moves back targeting the basilisk. Right Vendetta moves to the right targeting the right Chimera. Left Vendetta fires at the left chimera stunning it. Middle Vendetta explodes the right chimera and the vets inside lose 6 and fail their leadership running away. Middle chimeras fire their multi lasers at the left chimera but wiff. Hydra fires at the Basilisk but wiffs. Right Vendetta fires at the basilisk and blows off its big gun. Left Manticore fires at the left Russ and explodes it. Right Manticore fires at the left Chimera but wiffs. Company commander assaults those last 3 infantry wins combat and consolidates back into cover.

Picture after my turn 2


Brad's turn 2
Brad gets 2 vet squad from reserve. One vet squad comes on in near the left corner and the vet squad comes on to the right of them to target the left and middle Vendettas. Remaining russ moves to target the Right vendetta. left vets explodes the left vendetta. (should have turboed this one to the right to start forgot about reserves) Vet squad wrecks the middle vendetta. Russ misses the right vendetta with the las cannon.

My turn 3
Alrahem's platoon comes on the left with Alrahem's Chimera in the far left corner and the infanty squad chimeras on the left. Chimeras in the middle all advance 6 to get in the other table corner and to get some melta shots in. Empty Chimera drives up ontop of the wrecked Vendetta to get a side shot. Manticores move to get better firing lanes. Right Chimera starts moving to get into the other table corner. Alrahem's squad blows up the left vet chimera, between the heavy flamer and infantry squad rapid firing and a volley of multi laser fire from infantry squad chimeras the left vet squad is wiped out. Chimera multi laser fire fire from the middle chimeras stuns the chimera in the middle. Hydra wiffs firing at the chimera by the pillar. Left Manticore stuns the pccs chimera. Right manticore takes a shot at the russ and shakes it.

Picture after my turn 3


Brad's turn 3
CCS arrives from reserves and hops out of their chimera to shoot my empty chimera. Chimera behind the pillar moves and smokes. CCS weapon destroy the empty chimera on top of the vendetta wreck twice and stun it.

Picture after Brad's turn 3


My turn 4
Right chimera rolls forward 12 to get to the middle for King of the hill objective. Infantry chimeras advance 6. Vendetta moves to target a chimera. Manticore fires at the middle chimera but scatters onto the ccs chimera and blows it up catching the ccs in the explosion. Other manticore fires at the russ and wrecks it. Vendetta stuns the right chimera. All the multilaser fire from the other chimeras manages a weapon destroyed. on the left chimera.

Pic after my turn 4


Brad's turn 4
Hell hound squadron comes in behind the chimera in the middle. Last vets come in on the right side and smokes. Left chimera rolls forward. The hell hound flamers clip all three chimeras in the middle but fail to do any damage. Vets in left chimera wreck Alrahem's Chimera.



My turn 5
Alrahem moves on up to melta the left chimera. auto vets chimera rolls forward to melta the middle chimera. Vendetta targets the right chimera. Alrahem issues bring it down and wiffs twice at the left chimera. infantry chimera also wiffs. auto vets chimera meltas the middle chimera exploding it and the pcs fails their morale running of board. Hydra fires into the hell hound squadron and immobilizes one wrecking it because of squadron rules. Vendetta wiffs firing at the right chimera.


Brad's turn 5
left vet chimera pivots and the vets fire at my infanty chimera blowing off the multi laser. Right chimera fires its multi laser at my vendetta and wiffs. Remaining hellhound fires at my commander but I make my invulnerable save.

Picture after Brad's turn 5.


I with the full 20 points since I have 2 table corners 2 to 1, killed his HQ and have the middle objective.

Since we finished early I was able to take pictures of the other Game 3's still in progress here
http://www.dakkadakka.com/gallery/images-5770-24529_SVDM%20GT%202012%20Other%20Game%203%27s.html

MVP: Manticores took out both russes + chimeras.

Oops it did nothing: Everything was useful this game.

Game Analysis
Made a couple mistakes forgetting about reserves and scouting that left vendetta to the left and using my company command for the alpha strike but luckily my company command survived. Brad had borrowed the army last minute so it was what he could get to play so it was a bit out of date and would have been a decent 4th edition list but was not updated with new things so he was a bit outmatched but we both lost twice before this game.

Brad was a nice guy and took his loss in stride saying he would go for smoking boots. Brad runs the Warm Fabric National Club.

This message was edited 1 time. Last update was at 2012/03/14 23:51:22


 
   
Made in us
Longtime Dakkanaut





Round 4 vs Tim's Space Marines

Tim's Space Marines from memory.

HQ
Cassius
Librarian w terminator armor, null zone + gate of infinity

Elites
10 Assault Terminators TH/SS

Troops
10 Tactical Marines w Melta, Las cannon in Rhino
10 Tactical Marines w Melta, Las cannon in Rhino
10 Tactical Marines w Melta, multimelta in Rhino
10 Tactical Marines w Flamer, Combi Melta, Plasma Cannon in Rhino
10 Tactical Marines w Flamer, Combi Melta, Plasma Cannon in Rhino

Mission 4: Up the Hill and Down the other side

Primary: Capture and Control

Tie Breaker: Victory Points

Secondary: King of the Hill

Tertiary: Command Post

Deployment: Pitched Battle


I win the roll to go first.

My Deployment
Alrahem is in reserve and outflanking. I put my objective on the right side. Melta Auto Vet Chimera goes on the left with a Manticore behind with the Hydra and the melta vet chimera in the middle, In Right is the company command chimera and other auto vet chimera on the objective with the second manticore behond. Vendettas are spaced out so they have room to turbo boast for cover and relocate depending on Tim's Deployment

Tim's Deployment
Tim places his objective in the middle. Tim puts the librarian and 10 man assault terminators on the left with all the tanks in the middle in front of the combat squaded, las cannon and plasma cannon parts of the tac squad with the other half in the tank.

I make my scout moves and Tim does not seize.

My Turn 1
I managed to explode or wreck all of Tim's tanks other then the Razorback on the right which is immobilized.

Picture after my turn 1


Tim's Turn 1
The libby gates the terminators to the middle right in front the Hydra. Marines start hoffing it towards me with the Plasma cannon and las cannon marines hoping on top of the wreck or moving to the left to get LOS.

Picture after Tim's turn 2


My turn 2
Alrahem does not arrive. Vendettas and vet chimera on the left and middle all move to target the terminators. Company command chimera immobilizes itself on terrain. Everything that can fires into the terminators killing all but 3 + Cassius and the librarian.

Picture after my turn 2


Tim's Turn 2
Termies move to assault the left melta vet chimera. Marines move on up in the middle. Las cannons explode the left Vendetta. Plasma cannon wrecks the CCS Chimera and they hop out the back and make their pinning check. Terminators assault and wreck the auto vet chimera, vets make their pin check.

My turn 3
Alrahem's platoon arrives on the right and moves 12. Everything that can moves to focus on the terminators other then Manticores. I manage to wipe out the terminators and remaining forces including Manticores fire at the marines in the middle taking out a few.
Forgot to mount up the CCS in a Vendetta.

Picture after my turn 3


Tim's Turn 3
Marine's in the middle move on up again. Las cannon's knock out another Vendetta. Plasma cannons wiffs vs the right melta auto vet chimera.

Picture after Tim's turn 3


My turn 4
Company command gets in the Vendetta which turns to target the Marines in the middle. Middle chimera immobilizes itself on terrain going to advance in the middle. Alrahem's Platoon rolls towards the middle. Everything else focuses fire on the Marines in the middle and I take out one squad and leave 4 in the left squad.

Picture after my turn 4


Tim's Turn 4
His marines move on up again. Right squad fires a melta at one of the infantry chimeras and wiffs. Las cannon shakes the vendetta. Plasma cannons wiff going for the right auto melta vet chimera.

Picture after tim's turn 4


My turn 5
Vendetta turbos forward 24 trying to get into his deployment zone for the tertiary. Vets in the middle get out and move up towards the middle. The infantry chimeras move 12 one of them rolling onto the middle objective. Alrahem's chimera moves 6 to burn and fire from the hatch at that right Marine squad. Alrahem's squad + chimera kill off the right squad and everything else fires into the 2 squads in the middle but are unable to kill them off.

Tim's turn 5
squad in middle moves on up towards the middle objective. Las cannons fire at the middle chimera and wreck it. Marine squads fire into the disembarked infantry squad but they surive. Middle Marine squad does not make their difficult terrain to assault the infantry squad in the middle so the middle objective is contested.

I roll to see if the game ends and it does.

Results
I get primary for 10 points on the tie breaker of victory points since we both are sitting on our home objectives. The middle objective is contested and my vendetta is not quite in his deployment zone.


MVP: Manticores the opening game volley was pretty amazing wrecking vehicles hurting the squads behind and Manticores did a good job killing massed Marines in the middle.

Oops it did nothing: Company command really did nothing as their chimera immobilized itself and I forgot to put them in the vendetta one turn earlier.

Game Analysis: Did quite well this game except for should have put the CCS somewhere not near terrain or in a Vendetta to start and turboed it up the right side using the scout move to try and get it into his right corner for the tertiary. Considering getting dozer blades as I immobilized 2 vehicles this game which did make a difference. Finding the points is hard.

This message was edited 1 time. Last update was at 2012/03/19 23:28:17


 
   
Made in us
Longtime Dakkanaut






Dallas Texas

Lascannons have a 48" range, explain to me how your vandettas are getting meltad? Pretty bad Guard list, and you went first so pretty easy win. Grats on beating another guard it shows your on the right track, or thats how I feel when I beat other eldar players.

I havent read the batrep yet , but looking at that space marine list im predicting you table him.

What on earth is a gate of infinity? and did the termintors have fnp?

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in au
Hurr! Ogryn Bone 'Ead!







Nice battle reports, particularly liked the last two ones

That other IG army is beautifully painted, looking at it now in your gallery along with your other photos

W/L/D
5/2/0 2500
5/1/2 2500 http://www.dakkadakka.com/wiki/en/XIV%20Legion%207th%20Company

2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Smitty0305 wrote:Lascannons have a 48" range, explain to me how your vandettas are getting meltad? Pretty bad Guard list, and you went first so pretty easy win. Grats on beating another guard it shows your on the right track, or thats how I feel when I beat other eldar players.

I havent read the batrep yet , but looking at that space marine list im predicting you table him.

What on earth is a gate of infinity? and did the termintors have fnp?


At least read the report before commenting on it! Gate is the 24" teleport for SM. How would you get FNP into a codex marine terminator squad...

Daemons Blog - The Mandulian Chapel 
   
Made in us
Longtime Dakkanaut





Smitty0305
Already mentioned in the game analysis that I made a mistake turbing the left vendetta to the left since I forgot about his reserves with meltas.

Round 5 vs Jessie playing Black Templar

HQ
Marshall with terminator armor, chain fist, stormshield, adamantine mantle
Terminator command squad in drop pod
Sarge terminator w power weapon, stormshield, storm bolter, tank hunters
terminator with chain first tank hunters
terminator with cyclone tank hunters
terminator with cyclone tank hunters

Emperor's champion

Elite
Terminator Assault squad (5 termies with th/ss)

Troops
5 crusader squad with plasma gun, las cannon

8 crusader squad with melta gun and power fist in drop pod

12 crusader squad with melta gun, pwoer fist in land raider crusader with multi melta extra armor, and dozer blade

heavy support
land raider with extra armor, smoke launchers dozer blade


Mission 5: Massed Attack

Primary: Seize Ground (5 objectives)
Tie Breaker: Victory Points

Secondary: Annihilation

Tertiary: Assasination: Troops

Deployment: Special

Before the game starts, starting with the player setting up first, declare what units you are placing in reserve to outflank and deepstrike. No other reserves are allowed, and all other units must be placed on the table at the start of the game. Starting with the player setting up first, players alternate placing units, in the following order: Heavy Support, Troops, Elite, HQ, and Fast Attack. Deployment Zone is similar to pitched battle.

Jessie win's the roll to place objectives
He places this 3 on the left in the trees, in the middle in the trees, on the far right. I place mine on the left where the left melta auto vet chimera is and on the right where the right auto melta chimera is.


Jessie also wins the roll to go first.

Jessie's deployment
Jessie Deploys his regular land raider on the left on top of the hill, tank hunting terminators in the middle and land raider crusader filled with the crusader squad to the right. The las/plas squad is on the right near objective. The drop pod of crusaders, and terminator assault squad are in reserve.

My Deployment
I deploy as follows. Left melta auto vet chimera on the objective. Left manticore behind the hill. Hydra in the middle with melta vet chimera beside and company command chimera in front of vet chimera right across from the land raider crusader. right melta auto vet chimera is on the right objective with the Manticore beside it. Vendettas are spread out read to make their scout moves to get cover.

I make my scout moves but do not seize.

Picture after I make my scout moves


Jessie's turn 1
Land Raider crusader moves forward 12 and smokes. Terminators walk forward 6. Land raider on the left takes a las cannon shot at the left Vet chimera and power of machine spirit to take the other shot at the left manticore, failing to pen the chimera and stunning the manticore. cyclones take shots at a vendetta but are cover saved. las cannon on foot takes a shot at a vendetta but misses.

Picture after Jessie's turn 1


My turn 1
Company command chimera rolls forward 12 and the ccs jumps out to target the land raider crusader. Vendettas move to target the terminators. Left Manticore pops smoke. CCS issues fire on my target on the land raider crusader and explodes it killing some templars and losing a meltas and the las gunner in the process but I make the moral. Vendettas fire at the terminators killing a few taking down a cyclone. Hydra and multi lasers fire at the crusader squad in the middle killing a couple. Right Manticore fires at the Left Land raider and wiffs. right auto cannon and multi laser fire on the las plas squad on the right killing 1.

Picture after my turn 1


Jessie's Turn 2
No reserves arrive. Crusader squad in the middle moves to assault the company command squad. Terminators move on up again. Cyclone fire at a Vendetta but wiffs. Land Raider fires at the left vet chimera using poms to shoot the Manticore again failing to penetrate the vet chimera and I make my smoke save on the left Manticore. las squad on the right fires at the right Manticore and explodes it. Crusader squad assaults and wipes out my company command.

Picture after Jessie's turn 2


My turn 2
Alrahem platoon arrives on the left side. Alrahem's squad jumps out to Melta the Land raider. Infantry chimeras roll forward 12 one in the corner and other towards the middle heading towrds objectives. Company command chimera turns around to flame the crusader squad in the middle. Left and middle vendettas target the terminators while the right vendetta targets the las plas squad on the right. Alrahem issues bring it down on the land raider blowing off the right las cannon and stunning it. css chimera flames the middle squad killing a few. Left and middle Vendettas fire into the terminators killing off the remaining cyclone and only leaving the character. Right Vendetta, right auto melta vets and their chimera along with the hydra finish off the las plas squad on the right. Left Manticore takes a shot at the land raider and wiffs.

Picture after my turn 2


Jessie's turn 3
All his reserves drop in. The empty pod drops down in front of the infantry chimera in the middle right. Pod with squad in it drops right in front of my forces in the middle. Assault terminators drop in the middle as to not risk a mishap. Whats left of the middle crusaders move on up past the empty chimera going for my troops. pod squad takes a melta shot shot at the vet chimera but wiffs. Middle crusader squad takes a melta shot at the vet chimera but is out of 6 and fails to pen. Raider power of the machine spirits a las cannon shot at the left auto melta vet chimera and fails to penetrate again.

Picture after Jessie's Turn 3


My turn 3
Vendettas move to target the assault terminators. Right chimeras move to burn the squads near them. the infantry chimera near the far board edge moves 12 toards the objective. CCS chimera moves to flame the assault terminators. Alrahem issues bring it down on the land raider exploding it and losing a melta and the las gunner. Middle infantry squad meltas the pod and wrecks it. CCS chimera + Vendettas manage to kill off 2 assault terminators. Left Manticore wrecks the pod and kills a bunch of the pod squad and the crusader squad. Chimera flamers and vet meltas/las guns and hydra finish off the crusader squad.

Jessie's turn 4
Whats left of the pod squad moves to assault the left and middle Vendetta. Assault terminators move to assault the ccs chimera. pod squad assaults and explodes the middle vendetta and shakes and immobilizes the left vendetta. Assault terminators assault and explode the company command chimera.

Picture after Jessie's turn 4


My turn 4
Alrahem gets back in the Chimera and it immobilizes itself on terrain. Hydra pivots to fire at the pod squad. right chimeras roll up to fire at the assault terminators. Vendettas move to target assault terminators. Hydra takes out 2 of the pod squad. Chimeras, Vets + Vendetta reduce the assault terminators to 1 left.

Picture after my turn 4


Jessie's turn 5
The pod squad assaults the middle vet chimera stunning it. Assault terminator moves to assault the right auto vet chimera stunning it.

Picture after Jessie's turn 5


My turn 5
Vets in the middle both get out to fire on the pod squad and assault terminator. Vendetta turns to fire on the pod squad. Infantry squad drives onto the objective. Vendetta shoots the pod squad and the vets kill the assault terminator. Last guy in the pod squad fails morale and runs.



Roll for turn 6 and it happens

Jessie's turn 6
pod squad guy regroups and shoots at vets killing 1.

Picture after Jessie's turn 6



My turn 6
Vendetta target the last pod squad marine. Auto melta vets move through dangerous terrain to take the objective. Vendetta vapes the last pod squad marine.

Picture after my turn 6

Results I get a full 20. Holding 3 objectives to none. Having more kill points and having killed all his troops.

MVP: Vendettas they killed terminators and marines well. Runner up Manticore taking out the pod and a good chunk of the pod squad.

Oops it did nothing: Everything was useful this game.

Game Analysis:
Only big oops was allowing the multi assault on the vendettas. Jessie didn't roll all that well for his shooting which really hurt him. Other big game deciders was toasting that crusader turn 1 and taking down the foot terminators fast to get rid of his tank hunting cyclones. I think Jessie should have started his assault terminators near his other raider and got in and rushed me with it too as I was able to concentrate firepower since he reserved.

Here are some pictures of other people's game 5's that were still in progress after I finished my game
http://www.dakkadakka.com/gallery/images-5770-24629_Svdm%20Gt%202012%20Other%20Game%205%27s.html

Thank you to Mike Clark and all my opponents for fun time. Will attend next year.

Unit Analysis and potential list changes still to come.

This message was edited 2 times. Last update was at 2012/03/21 23:58:47


 
   
Made in us
Longtime Dakkanaut






Dallas Texas

grats on winning your last 3 pretty easily.


5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in us
Longtime Dakkanaut







Unit Review
Company Command Squad w 3 Melta guns, Astraopth in Chimera w ML HHF A-
The Astropath is key to ensure Alrahem comes on early and on the right side. As far as Orders Bring it down and Fire on my target are very useful when you have to kill a big threat vehicle like a Land raider. Did not use get back into the fight this tourney but that is occasionally useful if a squad runs. Multi laser + HHF is the best config for Chimeras as the multi laser lets you hurt av10/11 vehicles and the hull heavy flamer is good vs infantry. Hull heavy bolter is not good hear as you tend to move. Considering a dozer blade as their chimera got immobilized by difficult terrain but points are hard to come by.

Veterans w 3 melta guns + shotguns in Chimera w ML HHF B
shotguns didn't really come into play but they are cool for conversions. Melta vets did well enough except for when I got demeched early vs Necrons.

Veterans w 3 melta guns + auto cannon in Chimera w ML HHF = B-
The auto cannons really didn't do all that much vs Necrons or Eldar. Vs Marines they were ok vs Rhinos. Melta Vets are still solid but considering a platoon to put the auto cannons in to have bubble wrap.


Platoon Command Squad w Alrahem 3 Melta Guns in Chimera w ML HHF A-
Quite good in games 4 and 5 coming from the side in to snag objectives and blow up a Land raider. Could really use a dozer blade here as in the first game could have put some rear shots into the wave serpent and not been immoblized on terrain after destroying the land raider in game 5.

Infantry Squad w Melta Gun in Chimera w ML HHF B
These outflank with Alrahem and nab objectives. Did alright in games 4-5. Melta gun is there just in case although hardly reliable at BS3. These squads keep moving if possible so a heavy weapon is useless.

Vendettas A
Probably the best vehicle in the game for the cost the entire reason why I play Guard because I liked building, painting and playing with these. 3 TL las cannons did pretty well in killing vehicles, terminators and Marines.

Hydra B
Wasn't the best as I wasn't facing skimmers or AV11 much except in game 4 but its cheap.

Manticores B
Didn't perform as well this tourney had alot of 1 shot bad scatters. But sometimes they can really hurt. Did hit a drop pod twice and the squad around it for great damage game 5.

Match up Analysis w potential changes.
Jetseer Eldar - fortune is really annoying with no psyker defense. I haven't played this match up since losing the Grey Knight inquisitor with hood option and psyker defense makes a huge difference. Didn't help that dice didn't go so well I couldn't take down the serpent turn 1 although I really hurt the seer council wasn't able to take them out. Needed to spread out more and deny multi assaults so as to get in more shooting. Bubble wrap platoon might be pretty helpful vs seer council.

Immotek Necrons - this is about one of the worse match ups. Lightning really hurt me taking out many of my chimeras so didn't have much to search light and those scarabs were just so dangerous. Difficult to take out his objective holders with the night fight. Considering changes like Hellhound or Platoon for bubble wrap vs scarabs/wraiths Hellhound is likely a no go as it hurts to lose a Vendetta too much.

Mech Guard w no fliers - Vendettas are so good here. Really should have scouted to the right. No list changes.

Lots of Marines in Rhinos - First turn really mattered alot here as I was able to take out most of his vehicles first turn causing him to foot slog from his deployment zone. Plasma Executioner would be nice for kililng marines but costs too much and I have my heavies full. No list changes.

Mixed dual Raider Black Templar - this is a test list can you kill 2 land raiders quickly If yes you probably win. If not you have problems. With 2 manticores and lots of melta I have a decent shot but sometimes that doesn't kill the raiders before they get assault units in my lines and I lose. No list changes necessary.

Possible Changes
Considering moving to a platoon in chimeras instead of the 3 vet units. Considering pcs 3 melta chimera, 2 infantry squad auto cannon in chimera and either vets with 3 melta and demo or a SWS with 3 meltas and a commissar in one of the infantry squads with some points for 4th melta guns in platoon commands and some dozer blades.
   
 
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