Eldar VS Orks 1000
Army lists:
Eldar
Orks
Pre game:
Mission rolled was Crusade with Vanguard Strike as Deployment.
Note: The game was played on a 4x4 table.
Battlefield prior to Deployment
5 objectives were rolled for and with the Orks choosing to go first they set up 3, two in the manifactoriums and the other behind the aegis line.
The Eldar placed one beside the Gargant and the other near the aegis line on their side.
Note: The aegis lines were played as 5+ as they were so widespread, having 4+ everywhere was deemed too one dimensional.
The manifactoriums were nominated as 4+ saves as was anything around the footprint of the Gargant. Forests and other terrain was 5+.
Nightfight was not in effect turn 1.
The forest on the Eldar side was rolled as a spinethorn and on the Ork side a Razorwing.
Only one objective per side was deemed mysterious to keep things simple, the Eldar rolled the Nexus, Orks Targetting relay.
Eldar Warlord trait: Extra dice when running.
The Farseers exchanged their base powers.
Primary Farseer: Primaris power/Scriers
Secondary: Perfect timing/Foreboding.
Ork
WT: Ability to outflank.
Ork plan and deployment:
The Orks rolled higher and chose to setup and go first. They chose the side with the manifactoriums, primarily to give the Lootas height and good battlefield
LoS. The two factories also provided good cover for objs to be placed in and 4+ saves.
The Warboss and Bikes reserved to avoid taking early fire from the Eldar and make a boost mid game for the Eldar objs.
Boyz mob one would hold the obj furthest forward, the Grots would hold the 2nd and Boyz two would hold the one at the aegis line. The Stormboyz would pressure the Eldar lines as a distraction with the Lootas and Artillary as fire support.
Eldar plan and deployment:
The Eldar setup a fire base around the wrecked Gargant consisting of the Fireprism, Ranger squad one and the support batteries, supported by their primary Farseer. They were tasked with neutralising the Lootas and Ork Boyz.
The second Ranger squad would hold its position until late game to maximise cover and fire and then move to obj 2. The Wraithlord and Farseer/Warlock unit supported (late on) by the Waveserpent and
DAs would move towards the Orks obj in the forward most manifactorium.
Ork turn 1:
Movement
Boyz squad one moved up to hold obj one in the forward most factory. Boyz unit two moved up to hold the third obj at the aegis lines. The Gretchin shuffled about. The Stormboyz made a risky jump forward 12 to pressure the Eldar lines, draw some fire and hopefully get a charge in next turn.
Shooting
The Lootas immediately targetted the Fireprism, stunning it and reducing its
Hps to 2.
The Ork artillary then fired on the Waveserpent but could not glance or pen it. The seperate artillary piece then fired on the Wraithlord and even with str10 could not damage him.
Eldar turn 1:
Movement
The Wraithlord supported by the Farseer/Warlock squad moved up towards Ork obj one in the factory.
Both foreboding and Prescience were successfully cast.
Shooting
The Wraithlord and Pathfinders fired on the Stormboyz and killed three. However they passed their morale test and held.
The support batteries then fired on the Lootas, hitting well but only killing three on the top level.
They too passed theier test.
Due to being stunned the
FP could not fire this turn.
Ork turn 2:
Movement
The Ork bikes failed to arrive this turn. The Stormboyz jumped 12 towards the Pathfinders, ready for a charge.
Boyz mob one moved further into the factory and climbed to its higher levels. This provided them with good range and
LoS with their shootas/big shootas. Boyz mob two alos moved forward slightly for range, still holding obj 2.
Shooting
Boyz mob one fired ont he FS/
WLs and killed two despite 4++ saves. They passed their morale test however.
The Lootas again shot at the Fireprism glancing it and reducing its
Hps to 1.
The artillary then opened up ont he Wraithlord but caused no wounds despite some good
str rolls.
HTH
The Rangers overwatched the oncoming Stormboyz and killed two. However it was enough as with a poor charge roll of 4” they failed their charge and had to remain where they were!
Eldar turn 2:
Movement
The Farseer/
WL squad moved back out of range of Boyz mob one who had proved to have some good firepower.
The Wraithlord moved towards the now exposed Stormboyz. The Waveserpent moved back slightly out of sight of the Ork artillary.
Shooting
The first Ranger squad fired on the Lootas killing one as did the Fireprism. However its template scattered instead onto Boyz mob two and despite several hits failed to cause any wounds.
Query: Was a cover save allowed here from the blast, since the Boyz were fully in the footprint of the ruins but damage direction is taken from the center of the hole?
Rangers two also fired on the Lootas but again caused no wounds.
However the
WL had more luck flaming the Stormboyz and killing four. They failed their morale check and fled.
The support weapons then fired on Boyz mob one. They killed four from the top of the ruins and they rolled 11 for their morale check subsequently fleeing 9”, perilously close to the board edge!
Ork turn 3:
Movement
Boyz mob one attempted to rally. However they failed (no mob banner doh!) and fled off the board. First blood to the Eldar.
The Stormboyz also unsurprisingly failed to rally and continued running.
The Warboss and bikes arrived via reserve and with their outflank ability came onto the left hand table edge.
Boyz mob two moved back slightly with nothing in range to consolidate obj 3.
Shooting
The Lootas kept pressure ont he Fireprism again, causing both a glance and a pen and wrecking it.
The Bikes opened up on the FS/
WL squad but under a torrent of fire they passed their saves due to
4++.
Eldar turn 3:
Movement
The Farseer again case Prescience on the support battery.
With the attack on Ork obj one failing and the pressure from the Warboss the Waveserpent instead moved flat out down the Eldar left flank to try and pressure Ork obj 2 instead. It found good cover behind the Shrine.
The FS/
WL squad retreated 12” out of range of the Bikes.
The Wraithlord moved towards them however.
Shooting
Everything the Eldar had then fired on the Bike unit with it posing a heavy threat to their lines.
Poor rolling however saw the
WL and Pathfinders fail to wound them.
The support battery killed two Nobz however but they passed their test and held.
At the end of turn 3 the score was Eldar: 5( 6 if the Stormboyz kept fleeing) Orks: 7
Orks turn 4:
Movement
The Stormboyz again failed to rally and kept fleeing.
The remaining Bikes moved 12” ready for a charge into the Pathfinders. This would deny the Eldar a second scoring unit, leaving them with only one obj held.
Everything else remained where it was.
Shooting
The artillary fired on the
WL causing one wound.
The Lootas then fired on the Pathfinders at Eldar obj 1. They caused 7 wounds, however the
Pfs chose to go to ground for a 2+ save and only one was killed.
They still held that obj.
HTH
The Bikes then charged the other
PF unit. Overwatch caused no wounds.
The
Pfs caused one wound which the Nob took. In retaliation the Orks caused 3 wounds with the
Pfs losing the combat. They avoided being swept but their retreat rol l took them off the board. The Bikes consolidated slightly.
Eldar turn 4:
Movement
Only the
WL moved, towards the Ork Bikes.
Shooting
The support batteries again fired on the Lootas but again with a 4++ they passed all their saves.
The
WL and Warlock with Destructor then fired on the Bikes to soften them up but they apssed all of their saves too.
The
Pfs having gone to ground could not fire and Waveserpent elected to remain where it was.
HTH
The Wraithlord and both Farseer squads then charged the Ork bikes.
Both sides caused two wounds, the Orks loosing a Nob whilst the secondary Farseer took two wounds in return.
The result was a draw and the fight continued.
Ork turn 5:
Nightfighting did not come into effect.
The Stormboyz again failed their rally test and finally fled off the board.
Both the Grots and Boyz mob shuffled around their objs to deny the Waveserpent/
DAs any sort of ability to get close to them.
Shooting
The Lootas again fired on the Pathfinders, forcing them to go to ground again but not wounding any.
The Ork artillary with little left to shoot at fired on the Eldar support batteries, killing one crew memeber.
HTH
The Warboss caused one wound which the Warlock took and failed it. In retaliation the
WL caused one on the Warboss, the fight again ending in a tie.
Eldar turn 5:
Movement
The Waveserpent boosted to the second Ork manifatorium hoping for another turn where it could unload the
DAs into the Grots and claim that obj.
Shooting
The support batteries fired on the Grots to try and break them from obj two. They killed 3 however they successfully passed their morale check.
HTH
The Warboss caused another two wounds. The secondary Farseer took them and was killed.
However theWL then caused two on the Warboss killing him in return.
Dice was rolled for another turn but the game concluded there.
Final score:
Post game:
A fun game overall, 1000 points is interesting and fun to play from time to time as choices are obviously more limited and you have to micro manage a little more rather that alpha strike your opponent with 2000 points of doom.
Neither side had a stand out unit here. The Lootas did their job well, suppressing and killing the
FP and surviving well enough, however in
raw game points they only earned one.
The Farseers/
WLs did quite well, having multiple 4++ saves is very nice and in hindsight, Fortune should have been picked for them. They absorbed a lot of fire and wounds in the game.
Both sides artillary were interesting. Whilst neither excelled, they were both a distraction and a thorn in the side. Grinding through 6 wounds, at T7 with a 3+/4++ or 5++ is psychologically depressing to play against and other targets are almost chosen instead because of that.
Interesting to run perhaps 3/6 more Shadoweavers at larger points. Their ability to fire blind (which was forgotten unfortunately in this game), good
Str, barrage blasts and pinning combined with being quite cheap makes them an interesting unit. They could even glance light armor and insta gib T3 units.
Tactically the
WS should have moved earlier than it did, there was no guarnatee of the game going on and it sqandered a good chance to contest/capture an obj.
The support batteries should have been pounding the Grots from earlier on too to break them and leave that obj open too. In hindsight having only 2 scoring units hurt the Eldar and the Orks probably should have gone after them earlier/more convincingly.
The Stormboyz were a bit unlucky with their charge roll and really didnt do much. Perhaps waiting for the Bikes to arrive and supporting them would have been better. Grots could well make a big comeback as scoring units are so important now, having 3-4 small units of them tucked up and gone to ground in a ruin could be quite useful. Cheap and cheerful. Artillary didnt do much in the game, the
str being random hurts quite a bit.
Thanks for reading!