Game 1:
Points:1250
Deployment: Table Quarters
Mission: Annihilation
Rolled for first deployment/first turn, he gets it. I'm completely new to
WH40k, and have been trolling the forums here while I assembled my
IG army looking for ideas. My goal was to have a mobile army with a punch to it, but due to budgetary/time constraints I wasn't able to get all the mela-vets I'd like, nor the PSB (Out of stock at
GW on psykers), nor have I been able to locate any Hellhounds in my local area's stores for conversion to devil dogs. As an infamous man once said, "you go to war with the Army you have, not the Army you might wish to have". I figured between meltavets, plamsavets, and my two Leman Russ' I'd have the heavy stuff covered, and with the
AC's and infantry squads I'd pick off the rest. Plus, I wanted to have plenty of scoring units for C&C missions.
My opposite for the first game was getting back into
WH40k with his eldar force, and was simply blowing off the dust for 5th edition changes.
The battle took place at Your Move Games in Somerville,
MA. Beautiful terrain provided by the store and we even had a guy walk in during our first game and donate a box of urban terrain to the store, so we've got that to look forward to next week!
Army Lists:
IG Alpha Company, 1st of the 181st Infantry, Massachusetts Sector Planetary Guard (I'm still working on my fluff so I'm just using my ARNG unit) with elements of the 182nd Armored in support
HQ:
CCS with Astropath and Officer of the Fleet, Regimental Standard, Vox Caster, Dedicated Chimaera (175)
Troops:
Note: All Chimaera's are Multilaser/Heavy Bolter
Vet Squad Alpha: Vox Caster, 3x Meltagun, Dedicated Chimaera (160)
Vet Squad Bravo: Vox Caster, 3x Plasma Gun, Dedicated Chimaera (175)
3rd Platoon, Alpha Company:
-
PCS with 4 flamers, plasma pistol, and dedicated chimaera (105)
- 3/1 Autocannon, Plasmagun, Vox (80)
- 3/2 Autocannon, Plasmagun, Vox (80)
Fast Attack:
3 Scout Sentinels (1 squad) (105)
Heavy Support:
1 Leman Russ with Plasma Sponsoons (190)
1 Leman Russ Demolisher (165)
Total: 1235
Eldar: (List to come shortly!)
HQ:
Farseer(55) and 4 Warlocks(100) - 341pts
Farseer wargear: Eldar Jetbike(30), Fortune(30)
Warlock wargear: Eldar Jetbikes(80), 2x Destructors(20), Enhance(15), Embolden(5), Spiritseer(6)
Troops:
5 Rangers(95) - 120pts
Pathfinders(25)
5 Rangers - 95pts
Fast Attack:
7 Warp Spiders(154) - 206pts
Upgrades:Exarch(12), Surprise Assault(10), Withdraw(15)
Exarch wargear: Powerblades(10), Addtl death spinner(5)
Heavy Support:
5 Dark Reapers(175) - 217pts
Upgrades:Exarch(12)
Exarch upgrades:Crack shot(10), Fast shot(20), Eldar Missle Launcher(10)
Wraithlord(90) - 130pts
Wargear: Wraithblade(10), Starcannon(30)
Wraithlord(90) - 140pts
Wargear: Wriathblade(10), Bright lance(40)
Total: 1249 pts
Deployment:
Reserves:
IG: Chimaera w/ Meltavets, 3x Sentinels
Eldar: Warp Spiders
Eldar deploy first.
The table is a 6x4, and in his corner there's a dominating hilltop. His Wraithguard units go right smack in the center, with jetbikes nearby and rangers covering behind a stone outcrop just below the camera in this shot.
I deploy on the opposite corner to him, and in my first of many mistakes don't really utilize the cover provided very well. One of my squads is entirely in the open, and I feel like I probably started my Leman's back too far to act as a deterent. I took my list, which I'd wanted to be very mobile, and turned it into a gunline of two squads and a bunch of vehicles. Not very smart.
Eldar Turn 1:
Eldar infiltrated some rangers on my flank, and they sniped at my squad in cover killing one Guardsman (I realize just then how awesome cover can be, and get a lesson in what happens when a humble Guardsman tries to venture into the open without cover).
The massed fire of the eldar pours into my exposed squad, putting many hits on it, dealing seven wounds, and forcing a morale check which it fails. The Guardsmen break ranks and retreat towards the rear of the Guard line.
The Wraithguard move towards my line, firing at the Leman Russes but failing to hit.
Guard Turn 1:
My retreating squad regroups and chills where it stopped running. My chimaeras on the right flank move up a bit to try to take out the sniping Rangers, but their cover saves help them avoid death by multilaser, and I fail to position the chimaeras with their heavy bolters towards the enemy as I was more worried about exposing their side armor to the enemy then about taking out the snipers. Only manage to take out one ranger.
My other chimaera with
PCS in it moves in front of the Leman Russ and pops smoke. The Leman Russ shoots one of the Wraith Guards, and hits dead on, scoring a wound on the
MC. The Demolisher lumbers forward 6 inches to try to get in range and put some plasma death on the beasts.
End of Turn 1.
KP 0-0
Eldar Turn Two:
The eldar fire everything they can at my 3 remaining models of the doomed 2nd squad of third platoon, but remarkably cover saves and going to ground manage to keep them alive and unscathed. The warlock bikers move forward with the farseer, using fortune on them. Rangers on the left come out to play this turn as well, but no shooting by them. The unit in the back continues to fire missiles at my Guardsmen, but my luck holds for the turn.
IG Turn Two:
I roll a 5 for reinforcements, and bring them out on the left flank to attempt to take a killpoint by destroying the ranger squad that had moved out of cover. The demolisher and Leman Russ move up also to take shots at the bike squad, while the chimaeras on the right flank try to finish off the harrassing rangers. No pictures from this turn, but I managed to kill off the exposed rangers on the left under a hail of multilaser fire. Meanwhile, the right ranger unit was dropped to one model but passed its morale check to stay in the fight, tying up my fires for another turn.
End of Turn Two:
Kill Points
IG = 1, Eldar = 0
Eldar Turn Three:
He hits his reserves roll, and deep strikes the warp spiders right where he wants them, with clear lines of sight to my two squads in the center of the line. I've read about and Inquisitor and Mystics being able to screw around with deep striking units, so I'm going to have to pick up the
DH codex as the one squad of warp spiders really went to town on my troops during this game. They took down 6 of 9 Guardsmen from 1st squad, and while the remaining three passed their morale test it was just a matter of time till death came for them. The wraithguard moved forward again, and the bikers charged into battle with my tanks.
Eldar shooting of my guardsmen squad...
And more battle damage from missiles, wraithguard weapons, and the jetbike squad's charge. Took out two sentinels and my demolisher, and left the third sentinel useless.
IG Turn 3:
With the eldar in assault range now, I know I've done something wrong as a Guard player. After all, if the foul xenos scum get close enough that we can see their bubbly eyes, our strategy has gone awry. Trying to make the best out of the situation, I disembarked my vet melta squad and my
PCS with flamers, hoping to get lucky and take down the bikers. I also made the very silly decision to have my Leman Russ try to fire into the biker squad, which backfired when it scattered right into my melta squad, killing one model in its pie-platey goodness. The farseer's squad managed to make all saves against my combined fire, but I did finally take out that pesky lone ranger.
End of Turn 3:
Kill Points:
IG = 2, Eldar = 1
Eldar Turn 4:
This turn is the game ending one for me. His spiders move into assault with my guard squad and the farseer squad nukes one of my chimaeras. I became so focused on the infantry threats to me that I ignored the
MC's creeping up on my flanks. Oops...
IG Turn 4:
With a cry of "Burn the xeno filth!" my platoon leader and his squad open up on the warp spider squad, roasting all but one model alive. Meltagunners attempt to kill the farseer's squad, but only manage to take out one model, while the Leman Russ' plasma sponsoons destroy another warlock.

(After roasting the warp spiders, but before taking down some of the bikers)
End of Turn 4.
Kill Points:
IG = 2, Eldar = 3
Eldar Turn 5:
The farseer's squad goes to town on my meltavets, leveling the squad with demolisher fire (I can't recall if that's the weapon types he used, but they were using the flamer template). The warp spider that remains from last turn moves in to assault my other 3 surviving guardsmen after shooting at them, and finishes off the squad. The left flank crumbles under the onslaught of a wraithguard crushing my
PCS chimaera.
Picture of the aftermath of Eldar Turn 5 located as an attachment
IG Turn 5:
I keep fighting on, and move my plasma vets in the chimaera out to face the right flank's Wraithguard, landing a wound on it. I also unload my
CCS in preparation to fire the
LC at the
MC. The Leman Russ fires at the Wraithguard in front of it with all it has, and manages to miss each time. The 182nd's command element will be receiving a stern letter from me about their gunnery skills at close range!
End of Turn 5:
KP:
IG = 2, Eldar = 6
With the evening growing late, I concede the game to the Eldar player so that we can get in a quick three-way 500 point capture and control game with Matt, a
CSM player who'd been helping us with the rules and concepts of
WH40k and generally acting as referee. He's the one responsible for the store scenery you see in the pictures above.
After Action Review:
Sustains:
-The Leman Russ tanks are definitely keepers. I love laying down the huge blast template on infantry, even if that's not the best use for the main guns (as I learned this game).
-
PCS with flamers: I was amazed at how easy it was to roast alive the warp spiders. I'll be keeping them in a chimaera and zooming them around to lay down fiery death on anything that gets too close to my Guardsmen.
-Big thanks to Matt, helping to teach and correct my play, and for his patience with me.
Improves:
-My deployment did not match my strategy of mobility and firepower. In the future, move those tanks forward with the chimaeras and stick any footsloggers in cover.
-Usage of melta/plasma vets was subpar, I should have been rushing their chimaeras towards the
MC's. Part of my problem was I wasn't ready to accept that my Guardsmen were going to die. Too much US Army training to value the lives of my troops! These guys are the hammer of the Emperor, and there are trillions more where they came from.
-Chimaeras should take hull heavy flamers, the multilaser, while long ranged, just doesn't kill efficiently enough. I've seen a lot of MechVets lists with the heavy flamer on their chimaeras, and will be testing it out.
-Make better use of cover and orders system
-Sentinels were a meh unit, their multilasers took out the ranger unit well enough but they got pasted the following turn. I've got some Valkyries to assemble here at home, so I'll be doing that before next week's match. I think I'll be pleased with their firepower, utility, and survivability in comparison with the sentinels.
The second game's report will be coming tomorrow sometime, I'm waiting on lists for the armies and I'm tired and wanna go to bed now :p
Please comment, critique, and make suggestions to improve my play! Thanks, hope you enjoyed the report!