I posted this up on Heresy but figured I'd get a second shot at advice so I've decided to reproduce it here to see what the masterminds of Dakka think of the game, the tactics and the army list.
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This is the first battlerep in my quest to find a decent list for the
GT. The thread related to the building of the list is
here.
Anyway, first up was Tyranids. Never played with Eldar in 5th edition and never played against 5th Edition Nids so it should be fun.
Hive Tyrant -Wings, Hive Commander (+1 To reserve rolls, One unit can outflank), Old Adversary (Preferred Enemy to every thing in range of 6 inches), TL Devourer x2 [310]
Zoanthrope x3 - Spore [220]
9 Genestealers - Toxin sacs [153]
8 Genestealers - Toxin sacs [136]
20 Hormagaunt -Toxin sacs, Adrenal Glands [200]
Trygon Prime [240]
Trygon Prime [240]
Farseer - Fortune, Jetbike, runes of warding[130]
6 Warlocks - Jetbikes, Embolden, Conceal, Enhance, 2 Destructor [280]
5 Firedragons [200]
Waveserpent - Shuriken Cannon, TL Shuriken Cannon, Spirit Stones
5 Dire Avengers (riding Falcons) [60]
5 Dire Avengers (riding Falcons) [60]
3 Guardian Jetbikes - Shuriken Cannon [76] (always reserved at start)
3 Guardian Jetbikes - Shuriken Cannon [76] (always reserved at start)
Falcon - Bright Lance, Shuriken Cannon, Holo Fields, Spirit Stones [200]
Falcon - EML, Shuriken Cannon, Holo Fields, Spirit Stones [190]
3 Warwalkers - Scatter Laser, Scatter Laser (forgot to add them before)
The Battlefield
My initial thoughts on the battlefield were pretty good. There's a good mix of terrain types and plenty to hide vehicles behind. My vehicles would be safe here given the impassable state of the buildings.
The ruins are difficult terrain and 4+ save to people in or shot through.
The dome in the middle is impassable and blocks line of site.
All woods are difficult terrain and 4+ save to people in or shot through.
The concrete bunker to the bottom left is impassable and blocks line of sight.
The fuel tank building to the top is impassable and blocks line of sight.
All craters are difficult terrain but confer no save in or shot through.
The Mission
The roll for mission came up Dawn of War and Annihilation. Not ideal for me here, I was hoping to use my superior movement to grab objectives. Nids are new to me, so I was a little apprehensive and had to check the Trygon stats and rules once more. Nothing amazing though, I was confident going into the battle.
The Roll Off
Time to roll off! L0rdF1end went first and came out with a 5, I rolled a 6 and elected to go second. I wanted to see him make the first move.
Deployment
L0rdf1end flanked or deep struck everything so I chose to reserve up. I needed to get the jump on them, coming second is usually best and I didn't want to take an early blow.
L0rdF1end Turn 1
Skipped - waiting for reserves.
Jezlad Turn 1
Skipped - waiting for reserves.
L0rdF1end Turn 2
L0rdf1end rolled his reserves and moved a squad of Genestealers in on my left and Hormagaunts to my right. He seemed disappointed but it was probably better for him. I had visions of me bringing everything in next turn and handing them the initiative to attack me first when the Trygon and Tyrant drop in.
Both squads of Nids moved forward and ran into cover.
Jezlad Turn 2
My reserve rolls were equally poor. :biggrin: Fine by me though, the less in now the better I'd fair later. All I got in was a Falcon and Serpent, I moved the Falcon on fast to get the cover save, In hindsight I left a massive gap at the back end that could of been exploited by the Tyrant if he dropped in behind. Anyway, the Warwalkers minced on and swatted 4 Hormagaunts.
L0rdF1end Turn 3
Things started to get interesting now, the Trygon arrived to the side of my Falcon out of harms way. Another squad of Stealers entered the battlefield to my right. The spore came down and dropped out the Zoans. They went straight for the Warwalkers with the
Str 10 shot, one rolled double six and saved the Peril attack, the other two messed up and missed.
Meanwhile, up top the Hormagaunts and other Genestealers moved towards my lines.
Jezlad Turn 3
My turn for decent reserve rolls. Everything barring the Seer Council came in. In true pussy Eldar fashion I bottled it and went all out on the left flank, spying an easy Genestealer kill point in the ruins to my front.
The centre Falcon hits the accelerator and moves up top out of harms way. I figure at this point that the Warwalkers are already dead, at best the Nids will take 1 killpoint from this game so I'm playing denial like a wimp.
The Warwalkers wander over to the Zoans and return fire, killing one. I was hoping to take two out followed by an assault to kill the third. Wishful thinking? Anyway, 1 flops down dead and another takes a wound.
Everything on my left flank opens up on the Genestealers - killing only 5... disappointing when virtually half of your ranged firepower only manages to kill 5 models...
The Warwalkers then assault the Zoans followed by a tickling session. The zoans respond with a Glance! and stun one of them.
L0rdF1end Turn 4
The Hormagaunts fail their instinctive behaviour and move back into the woods. I'm actually not sure if that's right at this point, is the roll made before Deep Strikers or after? If its the latter we probably played that one wrong but anyway.
LF rolls his reserves and brings the Hive Tyrant (wings) in near the bulk of his army. It scatter slightly and lands in the woods without getting a twig up its arse.
The Genestealers peg it up the board in a comical effort to outrun the Falcon, Jetbikes and Waveserpent. In fairness to them though they were pretty well screwed anyway.
Both Trygons move forward, I'm preparing my Warwalkers for a whooping but the Trygon stops short and doesn't attack. I'm guessing
LF wasn't aware of the Trygons fleet, not like I'm going to question that though eh?
The Zoans and Warwalkers continue flirting in the assault phase without any meaningful penetration.
Jezlad Turn 4
Right, here goes, time for the Council!!! I roll the virtual dice, it slides along the virtual battlefield, clips a virtual template and spins precariously on the spot before landing on a one.
It's time to retreat on the left flank, that Trygon is wandering around so I move up 12 inches. I'm going to lose some firepower here but my pwetty Eldar need to live. They open up on the Stealers killing all but one.
Yet again the Walkers and Zoans fail to impress in the most pathetic encounter you're likely to see on the
40k field.
Turn over.
L0rdF1end Turn 5
LF's turn 5 involved a lot of moving. Pretty much everything had a shuffle around. The Trygon to the left has a look round the corner but doesn't fire, it looks out of range anyway.
The Stealers on the right, Horms and Hive Tyrant wander down the battlefield towards my Warwalkers. Realistically there's nothing they can do when they get there, the Warwalkers will be smashed by then.
The right sided Trygon assaults the Warwalkers. My opponent informs me that it has equal initiative to the Walkers so we swing together. I get jammy and finish off the Zoanathropes then lose a Walker to the Trygon.
Jezlad Turn 5
Last turn of normal game time. I have options here, I can be extra pathetic and simply move everything away for a 2-1 Kill Point victory. Or I can play dangerous and get the council stuck into some nids. I opt for the latter and my Warlocks enter the table and move deep into the belly of the Tyranid force. They go hard fast and aggressive, burn some Stealers and multi-assault the remaining Stealers and Hormagaunts. The fighting is bloody, resulting in 7 dead Genestealers, 5 dead Hormagaunts and 4 dead Warlocks (no Fortune cast here since the Farseer didn't start on the table).
The Trygon kills the remaining Warwalkers and consolidates to the right.
The chase on the left flank ends when the remaining Stealer is shot dead. I moved the vehicles in front of the Jetbikes to shield them from the Trygon if it pulls its finger out in overtime and tries to snipe a killpoint.
Things are looking a bit grim now, I'm winning 3 kill points to 1 with an easy 2 killpoints up for grabs when the Tyrant and Trygon turn their attentions to the Council. If it goes another turn it'll be a 3-3 draw.
To be honest, it wasn't a move I would of played in a competitive setting, but when I'm writing a BatRep I need something cool to "report", plus I had to test the council. I was missing a 450 point unit for 4 turns so I needed to see some action.
In the end it turned out well though, the game ended with a roll of 2 and the Eldar took a 3-1 victory.
Thanks for the game L0rdF1end, it wasn't the most exciting but when are Eldar ever exciting?
[apologies in advance if anything was played wrong or we forgot something]