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1500 pt Eldar vs Daemon host League Match  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut



Beaver Dam, WI

League Game 1500 pts.


My Eldar:

Farseer: Bike, RoWi, Guide
Farseer: Bike, RoWi, Guide

4x 6 EJB (2 Cannons)

2x 3 Vypers (Scatter Laser, Cannon

2 x Fire Prisms


Opp Daemons:

2 x Keeper of Secrets

2 x 13 Bloodletters
2 x 13 Daemonettes

1 x Soulgrinder

This was a capture and control with some variants for bonus points… (100 win, 75 draw, 50 loss. 3 “stragglers” to be rescued, 10 pts for killing half of opponents MCs and vehicles, 20 pts for eliminating all MC and vehicles. 5 pts per straggler rescued, 5 pts for killing opponents straggler.)

4 objectives set out in a crescent in the middle of no-mans-land.

Turn 1.
He won the dice roll and let me go first. I turbo-boosted or moved flat out to allow him no place to deploy but the edges. I rescued two of my straggler bikes only to watch one die trying to get out of the forest he placed them in. His turn he dropped in 13 bloodletters on my left flank and a keeper on the right both in his deployment zone. 13 daemonettes in the center near my deployment zone and the soulgrinder on my right flank just out of my deployment zone. The grinder dropped the pie plate and ate up 3 bikes.

Turn 2. On my turn everything collapsed back on the daemonettes except for one full bike squadron than moved to the far right flank in his deployment zone. One guided viper squadrons, and the farseers with their two bike squadrons and the one shot up squadron opened up on the daemonettes and obliterated them with catapults and cannons.
The other fast moving vipers (also guided) and the one right flank squadron opened up on the keeper and caused 2 wounds. The prisms linked, hit the grinder, penetrated and rolled a wonderful 1 for no effect.
In his turn the other keeper and the second bloodletter squad came in on my far right flank. That keeper had a shot at the rear of one prism, got a penetrating hit and blew it out of the water. On the far right the other keeper and the grinder fleeted and so managed to get a charge on two of my bike squads… The keeper did horrible and killed 1 bike.
The grinder had to sweat the farseer but the pen rolls were a 1 and a 2. He went for the squad and killed one bike also.

Turn 3: All my units not engaged in CC, danced to the left flank and shot up the two squads of bloodletters. Taking 10 out of 1 and 5 out of the other. The grinder combat was 2 fails to pen for the seer and 2 more bikes dead but they held firm. The grinder got out of his funk and killed the 5 bikes.

His remaining daemonettes came in the center and rescued his last straggler. The squad of 3 letters just got a charge in on the viper squadron while the other headed for one of the objectives with the keeper. The other keeper had no targets even close so it moved from the far right towards the center of the board. The letters smoked one viper while the farseer finally did in the grinder.

Turn 4: My squads faded back in the center while I overloaded the left flank. I took out the 3 letters that had taken out a viper and 8 of the 9 letters out of the other. The vipers and a shot up squad took out the untouched keeper (even daemon lords don’t like having to make 9 saves). While the prism managed to drop 3 daemonettes. I did lose one viper to terrain as it was do that or risk a daemonette charge.

His turn 4 saw the one bloodletter plant on one objective while the daemonettes came up and (3rd time) with a 6 fleet roll still get in contact with a viper but no rends.

Turn5: I brought up a farseer and a full 7 bike squadron (1 straggler) to kill the remaining bloodletter. The other farseer and a bike turboboosted to rescue my last straggler while the rest of the army unloaded on the daemonettes. 9 hits on the letter who proceeded to go to ground and make all 9 3+ saves!!! The daemonettes were annihilated.

He tried to get the one remaining keeper into assault range but failed. Game over.

End result… 1 objective Eldar and 0 for the daemons. If the game had gone on a 6th turn, I think he would have been tabled. (Unless that letter could make another 9 3+ saves)

I intentionally played the double-guide double viper squadrons as I wanted to see how well it performed… 42 guided S6 shots every turn sounded very good to me. Also as I am converting from an on foot eldar army to a wind rider host, so I intentionally didn’t want any truly viable CC unit so I had to hold to a maneuver and fire mindset.

Next round should be OldMan Ultramarine. Can’t wait to see the scenario… potentially two variations of wind rider hosts should be fun mutual destruction.

2000
2000
WIP
3000
8000 
   
Made in au
Deadly Dire Avenger






Im impressed, using vypers in 5th edition is harder than ever, and you seem to have done well with them I woindered why you took Guide instead of Doom and can see now . Very good job for running "Saim Hann" without a seer council, and with that many vypers.

My 1 cent

MotR


MarkoftheRings
Soon to be Markofthe40K
Maybe I should just stick to MarkoftheRings.........

Bray Park Alliance- Queensland's Biggest LOTR Club. We play 40K too
PM me for more info 
   
Made in us
Wicked Warp Spider





The Webway Gate in California

Very good short but sweet. The Wind Rider triumphs. I look forward to your next victory report.

We were masters of the stars once and we shall be again

 
   
Made in au
Freaky Flayed One





Victoria, Australia

Nice report, good to see another win for the mighty Eldar.
Can I ask why you use Vypers though, do you like the model, just enjoy the way they play? There seems to be better options when it comes to fast hitting power.
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

I used vypers for 4 reasons.

1. The bikes were mostly obtained from 3 wind rider host Apocalypse sets so that gave me 6 vypers.
2. For the firepower, it is hard to beat 21 S6 shots for 210 points.
3. Unlike walkers, they have speed so if they are really in a bind, you can always forego firing for a 24" move.
4. In combination with bikes, you fire the vypers in the fire phase and then conceal them with bikes using there assault move.

Oh, and of course, trying to run a wind rider host, vypers just fit better than walkers.

2000
2000
WIP
3000
8000 
   
Made in us
Longtime Dakkanaut






Here is the scenario:

NO MAN (THING) LEFT BEHIND

Your squad is returning to the field of battle to retrieve men and equipment left behind after a major battle. Some of your soldiers that were knocked unconscious have revived and have signalled for extraction. More importantly, valuable salvage is also available!

The mission is SEIZE GROUND. The deployment is PITCHED BATTLE. Use a 4' x 6' table and the standard amount of terrain (25%)

SCENARIO SPECIAL RULES:
HAZARDOUS OBJECTIVES: The salvageable munitions that are the mission objectives include some armed warheads, leaking chemicals, and unstable reactors. Treat the 3" distance required to control the objective as dangerous terrain!
BEHIND ENEMY LINES: For this mission, you will need THREE EXTRA TROOP models. Give these to your opponent; before army deployment they will place one in your deployment zone, 1 in their deployment zone, and 1 in no man's land. During the course of the game, these men will lay low, and cannot be affected by your opponent (even if they park a tank on top of it). If one of your troop choices of the same model type comes within 2" of a straggler, that model joins your unit. This can take the unit above normal maximums. The model is a base trooper (no purchased upgrades); this may affect the entire unit's status with regards to keyword abilities. Once it joins a unit, this model can be killed by your opponent as normal.
TANK/CREATURE HUNTING: Your commanders have issued a stern decree that enemy vehicles and monstrous creatures are to be eliminated! Your troops know this (and may have been threatened with bodily harm if they don't obey). If any of your units have a weapon that can hurt a vehicle/monstrous creature; and they have LOS to such a target, they must pass a leadership test to shoot at or assault any other unit.

LEAGUE POINTS:

Win: 100 pts
Tie: 75pts
Loss: 50pts
Each of your stragglers that is recovered (even if he later dies): +5 pts
Each of your opponents's stragglers killed: +5 pts
All of opponent's vehicles or monstrous creatures destroyed: +20 pts
Half of opponent's vehicles or monstrous creatures destroyed (round up, so if they field 3 you need to get 2): +10 pts
If your opponent chooses to field no vehicles or monstrous creatures: +20 pts



Automatically Appended Next Post:
The next mission with DAaddict and I playing each other.

The SCENARIO:
RUN THROUGH THE JUNGLE
Your squad has been tasked with scouting an area of jungle and creating a safe landing zone for reinforcements. Of course, the tactical benefits of the location have dictated that your enemy is trying to do the same thing!

The mission is KILL POINTS. The deployment is SPEARHEAD. Use a standard 4' x6' table, but use a high amount of terrain (about 75% of the table should be covered!), and use predominantly jungle and forest. You should have no more than 2 NON vegetative terrain features.

SCENARIO SPECIAL RULES:
CREATE A SAFE LANDING ZONE: Your HQ (you choose which if you field more than one) carries a homing beacon for a landing craft. Up to three of your troop choices (force organization chart choices) is armed with a single defoliation bomb. This does not replace any other weapon choices, although you must nominate which models are carrying them. A vehicle can not carry the defolitation bomb. During any shooting phase, rather than shooting, that model may trigger their defoliation bomb. THIS COUNTS AS SHOOTING, SO THE UNIT MAY NOT RUN! Use the apocalypse large blast template, centered on the triggering model. Remove all jungle and forest terrain features that are at least half under the template. If a large terrain features is less than half covered by the template, remove it and replace it with a smaller available terrain feature (both players should be able to agree on this). Once an area has been cleared, your HQ can plant the homing beacon there by moving to the center of the cleared area. Once there, the HQ can plant the beacon and move on, or simply stay there with the beacon on his belt/hide/whatever. Beacons that are abandoned can be destroyed by contacting them with an enemy unit, but cannot be destroyed via shooting.
SILENCE THE ENEMY'S GUNS: With reinfocements inbound, you need to make sure that your enemy does not have any weapons capable of taking out a landing craft. Destroy as many enemy shooting weapons of Strength 6 or higher as possible. The entire unit or vehicle possessing the weaponry does not have to be destroyed, just the guns in question.

LEAGUE POINTS:

Win: 100 pts
Tie: 75pts
Loss: 50pts
Each defoliation bomb triggered that removes or reduces in size one piece of terrain: +5 pts each
If your homing beacon is placed and activated at the end of the game: +10 pts
If no enemy models are within 3" of your clearing with the homing beacon at the end of the game: +10 pts
If you destroy your opponents homing device (either by killing the attached HQ or destroying a placed beacon): +5 pts
If you have destroyed all of your opponent's Str 6 or greater guns: +10 pts *
If you have destroyed half (rounded up) of your opponent's Str 6 or greater guns: +5 pts *
If youor opponent fields NO Str 6 or greater guns: +10 pts *
* (you can only earn one of these results)

I have been playing Eldar all league long. Been doing the same thing with small council. I, too have the 6 vypers. Could see a mirror match-up.

This message was edited 1 time. Last update was at 2009/07/08 23:25:36


2012 tourney record:
Eldar 18W-2L-5D Overall x4
Deathwing 21W-7L-6D Overall x4 Best General x1 Best Appearance x3, 19th place Adepticon 40k Champs.
Space Wolves 2W-0L-1D Best Painted x1

Armies:
1850+ pts. 3000+ pts. 2000+

40k bits go to my ebay... http://stores.shop.ebay.com/K-K-Gaming-and-Bits  
   
 
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