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Made in gb
Tower of Power






Cannock

Gaz Taylor from Dakka Dakka came round mine for a game. First time playing Gaz so would be interesting and he's brought Daemons which I've only had a handful of games against. Gaz is a Fantasy player mainly, but getting back into 40k. He usually goes to Fantasy tournaments, but this is his first time using the exact same Daemon army in 40k. How will he do?

Eldar "The Lost" - 2,000 points


HQ

Farseer doom, guide & spirit stones

Farseer guide & runes of warding

Elites

5 x Fire Dragons w/ Wave Serpent serpent w/ twin-linked brightlance & shuriken cannon

5 x Fire Dragons w/ Wave Serpent serpent w/ twin-linked shuriken cannon & shuriken cannon

5 x Fire Dragons w/ Wave Serpent serpent w/ twin-linked shuriken cannon & shuriken cannon

Troops

10 x Dire Avengers w/ Wave Serpent serpent w/ twin-linked brightlance & shuriken cannon

10 x Dire Avengers w/ Wave Serpent serpent w/ twin-linked brightlance & shuriken cannon

10 x Dire Avengers w/ Wave Serpent serpent w/ twin-linked brightlance & shuriken cannon

6 x Guardian jetbikes 2 x shuriken cannon

Heavy Support

Fire Prism

Fire Prism

Total: 1,992


Daemons

HQ

Lord of Change

Herald of Slaanesh - chariot of slaanesh, unholy might

Herald of Slaanesh - chariot of slaanesh, unholy might

Elites

3 x Flamers of Tzeentch - bolt of tzeentch

3 x Flamers of Tzeentch - bolt of tzeentch

Troops

12 x Daemonettes

12 x Plaguebearers

12 x Plaguebearers

10 x Bloodletters

10 x Pink Horrors - bolt of tzeentch

10 x Pink Horrors - bolt of tzeentch

Fast Attack

10 x Flesh Hounds of Khorne

Game: Seize Ground and Pitched Battle

Deployment:

I lost the roll off and Gaz went second (surprise surprise!) with his Daemons (he left his Daemons on the board but they're not deployed there!), I deployed my Wave Serpents as normal and held the Guardian Jetbikes back behind the large shrine ruin, they'll come in useful later for a counter attack unit.

Gaz splits his arm up, the first wave made up of both Heralds, Bloodletters, both Plaguebearers and the Hounds. Second wave got the rest, though bad luck for Gaz his second wave enters the game first.




*Tactical Notes

Ok, bummer I've lost a turn of shooting which isn't cool. So in my next turn I'm just going to keep things close to terrain and shield rear armour that way those Tzeentch suckers cannot get rear armour shots and any deep striking close to my units has terrain to face.

My plan is to wipe out the Bird, I'll zip up with Fire Dragons blast it and torrent it with brightlances - it can move 18" in total for assault and gets 2D6 on my armour, not good. Then the Flamers are next as they glance vehicles on a 4+, with only 3 of them hopefully they shouldn't last long. Once those threats are out the way I'll get out and deal with the Horrors and Daemonettes. The rest I'll deal with in time as and when.


Turn 1

We're just about to start and I realised we didn't put any objectives down! Double doh! So we both agreed to play on kill points as my deployment would give me advantage where to place objectives. So it's now a kill point game!!

I move units 6" and shield the rears on to Serpents placing them back to back, rest of my stuff I keep close together so if those Daemons suckers can close hopefully they'll scatter and then be on the mishap table.

No shooting from me, obivously.

Daemons start to pour onto the table. Firstly both Horror units arrive, one scatters but is safe. Next is the Flamers which scatter and land in a large tower ruin, they pass dangerous terrain ok. Next are the Daemonettes which land in open space near the tower ruin and another ruin. Finally is the big Daemon-Bird which scatters onto one of my Serpents, it mishaps and get a 3 so I can place where ever - I put it near the back of the board in terrain so if it has to move out it's either 3D6 or take dangerous terrain for those weeks putting it out of assault range but not my gun range!

Shooting Horrors fire bolts at a single Serpent and score crew stunned. That's it. Daemonettes run but not far and take cover behind the tower ruin.




*Tactical Notes

Ok bad luck for Big Bird, hopefully I've not put him too far back for a unit of Fire Dragons to zip up and light his ass up. Bit of a downer a tank is stunned but not the end of the world, can't fire and no assault units close by to take advantage.

This turn I'll blow away Lord of Change with meltas and brightlances. I will bail out the Avengers out the stunned Serpent and another and blast those Horrors, should net me three kill points if I'm lucky. It also means those Flamers either take dangerous terrain tests to get out of terrain or walk, which could take wounds or put them out of range, but best part is it brings them out of terrain so I can shoot and assault them. The Daemonettes are exposed still, even after running, I'll blow them away with Fire Prisms.


Turn 2

I zip up a Dragon Serpent towards the Bird and bail them out ready to nuke it. I move another Dragon Serpent through terrain ok to target the Bird. I shift other Wave Serpents 6" and bail out Avengers from one and Avengers from the stunned Serpent which move 6" towards a unit of Horrors. The Fire Prisms move a little bit to get better LOS on the Daemonettes.

Farseers cast psychic powers, doom on some Horrors and guide on both Avenger units going to shoot at two Horror untis. Shooting the Fire Prisms blast the Daemonettes and only 3 remain, not bad killing. Avengers fire at both Horror units, each Horror unit has 3 models remaining after the shurikens have stopped. Fire Dragons blast the Lord of Change along with pretty much every available brightlance and shuriken cannon but the Daemon Bird survives with 2 wounds remaining! WTF!?

In assault the Avenger unit which got out the stunned Serpent charges the Horrors and finishes them off, they consolidate into terrain.

Daemons turn, Gaz calls for reserves and nothing comes in except a single Herald after he rolls a lot of 2's in a row - he even swaps dice and the 2's continue to flow! Good for me though

Herald deep strikes and scatters into terrain but passes dangerous terrain test ok. Lord of Change attempts to move through terrain away from the Dragons but only moves 3", not good! The remaining three Horrors move to blow away the exposed Fire Dragons. The three Daemonettes hug terrain so out of sight. The Flamers move from the ground floor of the tower ruin to the first floor.

Shooting the Flamers gun down half my Avengers even though in terrain, only 5 left but they pass morale ok. The remaining Horrors kill my Fire Dragons and the Lord pops their Serpent with a bolt of tzeentch.

Kill points are Eldar 1: Daemons 2




*Tactical Notes

Ok major bummer that Lord of Change asborbed 4 melta shots, 3 brightlances and 12 shuriken shots and survived, gutted. Shame I couldn't assault those remaining Horrors either, would have been nice and I'd possibly still have some Dragons.

Also, Farseers cast powers in the start of the Eldar turn, how annoying!! Half my units are in transports which means I cannot guide them because a model from those units aren't within 6" as not on the table!

Next turn I'll finish off those Horrors, the half wounded Lord of Change and target those Flamers before they do any more damage. The Daemonettes can wait, if I'm inside transports or keep back they shouldn't get or hurt me.


Turn 3

I move a Dragon Shuri Serpent through terrain ok, I move a Dragon Lance Serpent through terrain and it gets immobilised, nice :( . I move the other Serpents 6" and get the 5 man Avenger unit back into terrain while the full man squad moves into terrain to get cover.

I blast Fire Prisms at the Herald scoring two wounds on it, 3 more to go though. I blast the Horror unit with shuriken cannon fire from a Dragon Serpent killing all but one. I blast the Lord with all the brightlances and shuriken cannons avaiable but fail to kill it or score any more wounds!!! I blast Daemonettes with shuriken catapults from the Avengers in terrain but still leave a survivor, doh!

Gaz calls for more reserves this time bringing down the second Herald, Bloodletters, Plaguebearers and Flesh Hounds.

Herald deep strikes by the other and lands ok. Bloodletters deep strike behind the double Dragon Serpents, they scatter and land on one, roll on the mishap table sees them destroyed, good times for me! Flesh Hounds land behind my line of Wave Serpents and land ok. Plaguebearers land in terrain and fail two dangerous terrain rolls but pass invulnerables ok. Unit of Flamers which I haven't mentioned all game so far because hiding behind the tower ruin, they come out along with the single Daemonette ready to assault and blast my exposed Avengers. The Bird flies towards the Serpent line while the single Horror runs away!

Shooting the Horrors blast templates at my Avengers covering 14, after it's said done only a single Avengers remains which passes morale. Flamers in the tower blast down breath of chaos at my Wave Serpent closest to them and immobilise it. Lord throw a bolt at something but does no damage.

In assault the Daemonette charges the single Avenger and rips it to pieces with rending claws.

Kill points are Eldar 2: Daemons 3




*Tactical Notes

God damn that fething son of bitch pissy bastard Lord of Change!! Why won't you just die! Tactical mistake, instead of firing at the three Daemonettes I should have fired at the Flamers as I said, those Damonettes would and did kill my Avengers and I might have possibly still had a working Wave Serpent and another kill point as I doubt 3 Flamers would take 20 shuri catapult shots.

I'm gonna blast the Bird still, he's closing in and I don't want him assaulting my units still. I'm gonna kill that single Horror and get a point if it's the last thing I do and attempt to tackle both Flamer units. Though, problem I've got now is a unit of fast moving Flesh Hounds are right behind me looking with drooling chops at my exposed rear armour. I'll get out the Dragons from the immobilised Serpent and use them along with the Jetbikes which I've been holding back and two Avenger units and torrent them to death, if they die sooner I'll gun down me some Flamers!


Turn 4

Psychic power casting, I cast doom on Khorne puppies. No guide as nothing worth guiding!

I move the Fire Prisms about pulling them back away from the Heralds. Dragons from the immobilised Serpent get out and move through terrain towards the Hounds. Jetbikes I've held back move and target the Hounds while the 5 man and other Avenger units bail out of transports with shuri catapults primed. All Serpents just scoot 6" so any units need 4+ to hit in combat at least. Remaining mobile Dragon Shuri Serpent moves out and lands in terrain ok, Dragons bail out ready to nuke the Lord of Change, hopefully it won't be a repeat!

I blast the Hounds with 5 man Avengers, Dragons and Jetbikes and thanks to the doom power they're toast. I blast Bird with Fire Dragons and it's dead; finally! I blast the Horror with the shuri cannons from the Dragons Serpent but it survives, I fire other stuff at it too and it still lives! I blast a unit of Flamers with Avengers and wipe them out. I blast Fire Prisms at the Heralds but don't do anything.

Daemons call for reserves remaining Plaguebearers arrive, unit scatters and lands on one of my units, I place it in the top left corner of the Daemon side board, they will be miles out the way and furthest away from any of my stuff up there, which means I can target them with Fire Prisms later.

Shooting Daemons blast bolt of tzeentch at rear exposed Wave Serpent and pop it, lucky it was empty. Fire Dragons get blasted by the single Horror, the take 3 wounds and fail morale and leg it.

In assault the Plaguebearers charge and kill my 5 man Avenger unit - poo!

Kill points are now Eldar 5: Daemons 5

*Tactical Notes

I just cannot believe a T3 1 wound 4+ invulnerable model is taking so much punishment and surviving, it's really annoying, give me the fething kill point you little bastard! lol. At least the Bird is dead and those Flesh Hounds!

If I can next turn I'll target those Plaguebearers and torrent them, I cannot let them assault and kill another unit. I'll blast that single Daemonette and Horror and start blasting those Heralds with what I can. I don't think I'll have enough guns to tackle those Flamers which are left.


Turn 5

Pyschic powers doom is cast on the Plaguerbearers and guide is cast on the last Avenger unit and Fire Dragons.

Movement I move the Dragons through terrain move the last mobile Dragons Serpent out of terrain ok to target what I can. Fire Prisms move and target Plaguebearers.

Shooting I blast the Plaguebearers with both Prisms, Fire Dragons, Jetbikes, Avengers and a single brightlance and wipe them out. I blast that annoying remaining Horror and kill it, finally! That's it for me.

Daemons last turn, Heralds charge towards Fire Prism and all Shuri Serpent and remaining Flamers get ready to blast the immobilised Serpent.

Flamers blast the Serpent and no luck. In assault both Heralds fail to wreck Serpent and Fire Prism, though Fire Prism does suffer weapon destroyed, but it still stands.

Roll to see if turn 6 happens, it doesn't. Game over.

Kill points are Eldar 7: Daemons 5 - win for Eldar!

Summary

Well that was a interesting battle! I cannot believe how much punishment that Lord of Change took, I didn't pop his clogs until turn 4, took me two turns of shooting and near enough all my army to do it. And that single Horror, just don't mention it!

A few mistakes from me. First was the psychic powers but capped that one. Next was not shooting at the Flamers soon, instead of firing at those Daemonettes and hoping for the easy kill I should have fired at the Flamers which would stop them hopefully tackling vehicles, those Avengers would have died anyway from Daemonettes, I guess I was just thinking what could have taken those Avengers out and I had cover from those Flamers due to the range, so would have been warpfire and not breath of chaos.

Not sure if Gaz made any mistakes TBH as I don't know Daemons that much and have never played them. he did suicide his Flesh Hounds, which didn't work, he said he forgot about the units in the transport. That single Horror which was my bane I would have run into a nearby ruin personally instead of leaving it out in the open to be shot at with minimal LOS blocking. Can't really comment on much else TBF!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Screaming Shining Spear





Central Pennsylvania

Very nice BatRep, keep them coming.

FYI, you have a very nice competitive list, probably exactly what I'd pick for a 2k, except maybe trimming down to only one Guide. Does the multi-guiding effect seem worth the extra 70+ points in your games?

Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
Made in gb
Tower of Power






Cannock

Not really TBH. Probably with guide you need to do it before movement and on units with 6". If your units are inside tanks like mine then you cannot guide them because the models technically aren't within 6", guide is wasted. But doom however, can be used on enemy models and has 24" radius. Guide is ok for units once outside the transport but it only as finite uses, while doom can be used all day.

I'm probably going to switch the guide-seer to a doom-seer as I've got 8 points spare, and that's providing doom can fit in instead of guide.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Nice Battle Report, I am surprised your opponent was not running any heavies. Popping AV 12 (especially that annoying Eldar HoloField 12) is tough with just Bolts and no fast moving monsters.

The Chartiots can do it and have a bundle of attacks, but I have found wave serpents are too fast for many other units. Is he considering adding Fiends? They are possibly the best single unit in the Daemon codex point for point.

I also like to run 3 Princes at 2k, but that is a lot of points from other areas.

Daemons Blog - The Mandulian Chapel 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

In the second turn, how did you dragons get close enough to shoot? It looks like from the first picture, you're a good ways away and you said you placed the Lord of Chance in the opposite corner. The only way it seems like you'd be in range is if you turbo-boosted, but since you can't disembark after turbo-boosting, that couldn't be it.

Maybe the picture isn't reflecting the scale of the board very well.

Edit: What did you mean by Horrors blast templates? They don't have blast-template weapons. And not that it really mattered, because the Eldar had 7 points, but, counting them up, the Daemons should have had 6. They got 3 in Turn 5: The Fire Dragons (who broke and are therefore destroyed for game purposes and scoring), the Wave Serpent and the Avengers.

Otherwise, great batrep!

This message was edited 4 times. Last update was at 2010/09/08 16:04:46


WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
 
   
Made in gb
Tower of Power






Cannock

In the first turn you can see bottom right corner those Dragons in their Serpent just behind a building, my first movement turn I moved 6" putting my level with that grey and gold building on the corner. Secnod turn I move 12", spun it around then bailed out 2" which had me 10" in range of the LoC, so 2" spare range for thos meltas. The LoC was placed in that crater near the back behind the grey and gold building on the right-ish. Hopefully that's more clearer.

I'm probably getting confused and mean Flamers templates. Good one, forgot about the falling back unit, we took it off when they fell back as they cannot regroup but it's a very good reason why they stay on until they actually disappear!!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Fixture of Dakka





San Jose, CA

I look at your list and then his. Didn't have to really read the report (don't worry, I did) as I knew the daemon player had a slim-to-none chance of winning. Daemon's biggest weakness is against mech. He just didn't have enough anti-mech, besides assault, and that is unreliable at best. You, on the other hand, has arguably the fastest and most resilient mech army around. Daemons just does not fare well against mechdar, though I must admit that he did better than I thought.


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in de
Regular Dakkanaut



Dudley, UK

calypso2ts wrote:Nice Battle Report, I am surprised your opponent was not running any heavies. Popping AV 12 (especially that annoying Eldar HoloField 12) is tough with just Bolts and no fast moving monsters.


I didn't have the models. I was trying to use as much of my WFB army as possible and naturally don't have any Soul Grinders or Daemon Princes.

I do have a single Fiend but I might as well try using a chocolate teapot for as much use that would be!

@Mercer - Great game mate and a nice welcome back to 40K for me. I was really pleased with the result as it could have gone either way and I'm sure you was expecting a much easier game.

mercer wrote:Not sure if Gaz made any mistakes TBH as I don't know Daemons that much and have never played them. he did suicide his Flesh Hounds, which didn't work, he said he forgot about the units in the transport. That single Horror which was my bane I would have run into a nearby ruin personally instead of leaving it out in the open to be shot at with minimal LOS blocking.


I'm sure I made loads of mistakes considering what I took and this being my first game in ages, but you are right the biggest one was with the hounds. I completely forgot about the transported units and I was banking on the PB's and Letters getting down nearby to give you more targets to worry about. The only other mistake I can think about was that the big bird has a 3++ save rather than 4++, which I think meant he might have still been around with a wound towards the end of the game!

Stuffem, Tankem, Ammeran

My Ramblings - http://ineptusgameus.blogspot.com/

In the West Midlands, UK? PM me if you want a game! 
   
Made in gb
Tower of Power






Cannock

calypso2ts wrote:Nice Battle Report, I am surprised your opponent was not running any heavies. Popping AV 12 (especially that annoying Eldar HoloField 12) is tough with just Bolts and no fast moving monsters.

The Chartiots can do it and have a bundle of attacks, but I have found wave serpents are too fast for many other units. Is he considering adding Fiends? They are possibly the best single unit in the Daemon codex point for point.

I also like to run 3 Princes at 2k, but that is a lot of points from other areas.


WIth just bolts and little fast moving monsters, remember he had Lord of Change so cannot no wasn't any, it is difficult but doable - remember the Flamers too, but they only glance.

Gaz posts on here, sure he will answer the question about Fiends

jy2 wrote:I look at your list and then his. Didn't have to really read the report (don't worry, I did) as I knew the daemon player had a slim-to-none chance of winning. Daemon's biggest weakness is against mech. He just didn't have enough anti-mech, besides assault, and that is unreliable at best. You, on the other hand, has arguably the fastest and most resilient mech army around. Daemons just does not fare well against mechdar, though I must admit that he did better than I thought.


Not really. His Daemons did better than I thought, but was that perhaps because a single Horror and Lord asborbed a lot of fire power?

Anti mech he's got the Lord with bolt, 2 units of Flamers which can only glance, Chariots which are pretty nippy and S5, bolts in the Horrors and he could use FLesh Hounds and the Bloodletters too as both are S5. Not massively reliable because most is assault, cannot assault from deep strike so kill the assaulting units not more anti tank.

Gaz Taylor wrote:

@Mercer - Great game mate and a nice welcome back to 40K for me. I was really pleased with the result as it could have gone either way and I'm sure you was expecting a much easier game.

mercer wrote:Not sure if Gaz made any mistakes TBH as I don't know Daemons that much and have never played them. he did suicide his Flesh Hounds, which didn't work, he said he forgot about the units in the transport. That single Horror which was my bane I would have run into a nearby ruin personally instead of leaving it out in the open to be shot at with minimal LOS blocking.


I'm sure I made loads of mistakes considering what I took and this being my first game in ages, but you are right the biggest one was with the hounds. I completely forgot about the transported units and I was banking on the PB's and Letters getting down nearby to give you more targets to worry about. The only other mistake I can think about was that the big bird has a 3++ save rather than 4++, which I think meant he might have still been around with a wound towards the end of the game!


Gaz enjoyable game and you got 6 kill poiints not 5 so not that much of a win by me. Must say I was expecting a easier game TBH, and those Lord and Horror took a lot of punishment which used up a lot of fire power; god damn them!

You may have made some mistakes or maybe not, like said Gaz I couldn't say as I don't play Daemons and don't know Daemons tactics. Personally I would have deployed the Chariots closer and used them to butcher infantry, be more aggressive with the Bird and put the Flesh Hounds out further instead of dumping them in the thick of things.

3+ invulnerable on Big Bird? Hellfire worse than 4+!!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Fixture of Dakka





San Jose, CA

You think the LoC's 3++ is bad? I use Fateweaver in my army and he let's every friendly unit within 6" of him to re-roll ALL saves, including his own 3++.


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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Made in de
Regular Dakkanaut



Dudley, UK

mercer wrote:Gaz enjoyable game and you got 6 kill poiints not 5 so not that much of a win by me. Must say I was expecting a easier game TBH, and those Lord and Horror took a lot of punishment which used up a lot of fire power; god damn them!


A win is a win!

I thought you was expecting an easy game and I think you were slightly surprised as it progressed (just as much as myself!). I do think you were a bit too fixated upon the bird and horror, but then again you needed the horror for the point and had to off the bird before it started playing smashy smashy.

You may have made some mistakes or maybe not, like said Gaz I couldn't say as I don't play Daemons and don't know Daemons tactics.


I don't know Daemon tactics either so don't worry!

Personally I would have deployed the Chariots closer and used them to butcher infantry, be more aggressive with the Bird and put the Flesh Hounds out further instead of dumping them in the thick of things.


I think I was worried about how the army deploys as the board did have a lot of terrain on it. In hindsight I should have shifted the chariots closer to your units, but I disagree about having them closer to the Infantry. In a shooting phase, one of your Infantry units supported by everything else would have killed a Herald, while the best your FPs could do is a couple of wounds. The Flesh Hounds was a big brainfart and I think I was expecting the Letters and PBs to come down okay to target saturate you and force you to either shoot at them piecemeal or worry and fall back.

Stuffem, Tankem, Ammeran

My Ramblings - http://ineptusgameus.blogspot.com/

In the West Midlands, UK? PM me if you want a game! 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Not to mention he lost, what, 2 units to mishaps? That can change a game entirely (did you count those mishapped units for Kill Points? Because they count.)

Edit: Lost 1 unit, got two units misplaced. Still, for a daemons army, that alone can mean destruction (especially in a Fatecrusher list).

This message was edited 1 time. Last update was at 2010/09/08 18:25:25


WH40K
Death Guard 5100 pts.
Daemons 3000 pts.

DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+

28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
 
   
Made in gb
Tower of Power






Cannock

Yeah just a single unit and yeah counted them

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in au
Malicious Mandrake





So you have experienced the invincible lone horror phenomenon...

My friend's last horror took fire from 20 shoota boyz, only going down in assault afterwards...

Crazy luck...

*Click*  
   
Made in de
Regular Dakkanaut



Dudley, UK

Warboss Gutrip wrote:Crazy luck...


Yep!

I think if Mark had been shooting the million shuriken catapults at it rather than meltaing or bright lancing it, it would have gone down

Stuffem, Tankem, Ammeran

My Ramblings - http://ineptusgameus.blogspot.com/

In the West Midlands, UK? PM me if you want a game! 
   
Made in nz
Twisted Trueborn with Blaster





New Zealand

That was an entertaining battle report! Got a bit messy in the middle of the game, thought eldar might be in for a loss.

But like any great battle, the tides were turned!

Cheers for the batrep, keep them coming!

"Don't worry bro, I got this."

Scarab Prince Corsairs: http://www.dakkadakka.com/dakkaforum/posts/list/328486.page

Protectorate of Menoth: http://www.dakkadakka.com/dakkaforum/posts/list/617825.page 
   
Made in gb
Tower of Power






Cannock

Warboss Gutrip wrote:So you have experienced the invincible lone horror phenomenon...

My friend's last horror took fire from 20 shoota boyz, only going down in assault afterwards...

Crazy luck...


Yes - extremely annoying!!

Gaz Taylor wrote:
Warboss Gutrip wrote:Crazy luck...


Yep!

I think if Mark had been shooting the million shuriken catapults at it rather than meltaing or bright lancing it, it would have gone down


Yeah I think so too mate, or just ignored it and focused on those Flamers and Daemonettes instead.

InventionThirteen wrote:That was an entertaining battle report! Got a bit messy in the middle of the game, thought eldar might be in for a loss.

But like any great battle, the tides were turned!

Cheers for the batrep, keep them coming!


You know what mate, I thought so too. Luckily I managed to keep ahead.

Thanks, and will do, just put two new ones up!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

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Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in hr
Screaming Shining Spear






Enjoyed reading your report, well played!

One thing though...what do you mean you can't cast Guide if the unit is inside the transport? GW FAQ tells us that a Farseer can indeed cast Fortune/Guide on friendly units inside transports, but only if they are inside those same transports. So you can't, for instance, Guide an Avenger squad from one Serpent if your Farseer is in another, but you can Guide them if they're in the same Serpent as the Seer.

Or maybe I just misunderstood you, not sure where you kept your Seers.
   
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Brainy Zoanthrope






Lancashire, UK

Great read, looking forward to the next one! I also have to say I really like your Eldar colour scheme from what I can see, looks very good =)

Looking for fun articles on painting, tactics and wargaming? Are you after a new regular blog to follow? Are you a bit bored with nothing better to do?

If the answer to any of the above is 'well, I guess' you could probably do worse than read my blog! Regular wargaming posts, painting and discussions

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Longtime Dakkanaut





US

Araenion wrote:Enjoyed reading your report, well played!

One thing though...what do you mean you can't cast Guide if the unit is inside the transport? GW FAQ tells us that a Farseer can indeed cast Fortune/Guide on friendly units inside transports, but only if they are inside those same transports. So you can't, for instance, Guide an Avenger squad from one Serpent if your Farseer is in another, but you can Guide them if they're in the same Serpent as the Seer.

Or maybe I just misunderstood you, not sure where you kept your Seers.


This. Put Doom/Guide seers with a bladestorm pack and guide the unit before getting out, also remember that the Farseer doesn't have to get out with the squad when they do. Vs demons it's not as important to have guide/dooom, but vs MEQ you'll just tickle them without it.

oh and please get those tanks on some flight stands, makes me a cry a lil on the inside seeing painted up serpents without flight stands.

Keep up the great batreps

Craftworld Uaire-Nem pics "Like shimmering daggers of light our fury shall rain down and cleanse this battlefield." Autarch of Uaire-Nem
BlueDagger's Nomad pics - "Morality, my friend, is merely a price tag." - BlueDagger, Contraband Dealer. Holo-recording played during the murder trial of an undercover PanOceania officer. Court Record 9002xaB, . Infinity Nomads - Come see what it's all about!
|Looking for War-gaming matches in the Colorado area? Colorado Infinity
 
   
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Tower of Power






Cannock

Araenion wrote:Enjoyed reading your report, well played!

One thing though...what do you mean you can't cast Guide if the unit is inside the transport? GW FAQ tells us that a Farseer can indeed cast Fortune/Guide on friendly units inside transports, but only if they are inside those same transports. So you can't, for instance, Guide an Avenger squad from one Serpent if your Farseer is in another, but you can Guide them if they're in the same Serpent as the Seer.

Or maybe I just misunderstood you, not sure where you kept your Seers.


Thanks for the info on the FAQ! I just go off the codex rules and didn't know you could do that, thanks!

*edit* just checked FAQ cannot find that ruling is this the Eldar FAQ or something else?

Forgotmytea wrote:Great read, looking forward to the next one! I also have to say I really like your Eldar colour scheme from what I can see, looks very good =)


Many thanks

BlueDagger wrote:
Araenion wrote:Enjoyed reading your report, well played!

One thing though...what do you mean you can't cast Guide if the unit is inside the transport? GW FAQ tells us that a Farseer can indeed cast Fortune/Guide on friendly units inside transports, but only if they are inside those same transports. So you can't, for instance, Guide an Avenger squad from one Serpent if your Farseer is in another, but you can Guide them if they're in the same Serpent as the Seer.

Or maybe I just misunderstood you, not sure where you kept your Seers.


This. Put Doom/Guide seers with a bladestorm pack and guide the unit before getting out, also remember that the Farseer doesn't have to get out with the squad when they do. Vs demons it's not as important to have guide/dooom, but vs MEQ you'll just tickle them without it.

oh and please get those tanks on some flight stands, makes me a cry a lil on the inside seeing painted up serpents without flight stands.

Keep up the great batreps


I've got some and been meaning to sort them out. I'm a few short which isn't a problem but what I don't like is how unstable they are, just spin around on the bases so not a snug fit. Any ideas?

Thanks.

This message was edited 1 time. Last update was at 2010/09/15 14:12:11


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Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
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US

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2030054_FAQ_40Krulebook_Feb2010.pdf

Q. Can Psychic powers be used on a unit
embarked on a transport?
A. For simplicity’s sake, the answer has to be a
firm ‘No, unless the psyker himself is in the unit
being transported’.

On the bases defiantly magnetize them. Just takes two magnets, some greenstuff, and a drill . One of these days I'll get around to a tutorial on how I do mine since it's ridiculously simple.

Craftworld Uaire-Nem pics "Like shimmering daggers of light our fury shall rain down and cleanse this battlefield." Autarch of Uaire-Nem
BlueDagger's Nomad pics - "Morality, my friend, is merely a price tag." - BlueDagger, Contraband Dealer. Holo-recording played during the murder trial of an undercover PanOceania officer. Court Record 9002xaB, . Infinity Nomads - Come see what it's all about!
|Looking for War-gaming matches in the Colorado area? Colorado Infinity
 
   
Made in gb
Tower of Power






Cannock

Ah right, thanks. Was looking in the Eldar one and no the 5th edition FAQ. My Farseers where inside the transport btw, obivously attached to the unit

Well, I've used a little bluetac and worked ok. Wasn't 100% but a lot lot better. Just stuck some on the end of the base and then shoved it up, comes off fine as well.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in hr
Screaming Shining Spear






Ah, I was beaten to it by BlueDagger. Thankfully the FAQ referred to this. Otherwise it'd be really silly ruling that I can't use my Seer's powers while inside a vehicle, considering Eldar are pretty much expected to be in their Serpents.

This message was edited 1 time. Last update was at 2010/09/15 16:09:53


 
   
Made in us
Longtime Dakkanaut





US

yeah for magging the bottom of a serpent I use some mags from hobby lobby (yes you can get them from KJMagentics etc too) http://shop.hobbylobby.com/products/power-magnets-179747/.

Simply drill a 1/4" hole in the bottom of your serpent when the current hole is, coat the mag thinly iin greenstuff and push it into the hole so it's just flush with the bottom (hold it on the inside from going too deep), then smooth out your greenstuff to it's completely flat on the bottom and flush with the plastic.

For the post use the highest flight stand you have and use a razor knife to cut it off about 3/4 the way up so you have a larger flat surface to mount. Scratch up the magnet and glue it to the top of the flight stand, then when dry wrap it in a thin coat of greenstuff.

Prisms with the metal components require a little more to redistribute the weight.

Craftworld Uaire-Nem pics "Like shimmering daggers of light our fury shall rain down and cleanse this battlefield." Autarch of Uaire-Nem
BlueDagger's Nomad pics - "Morality, my friend, is merely a price tag." - BlueDagger, Contraband Dealer. Holo-recording played during the murder trial of an undercover PanOceania officer. Court Record 9002xaB, . Infinity Nomads - Come see what it's all about!
|Looking for War-gaming matches in the Colorado area? Colorado Infinity
 
   
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Tower of Power






Cannock

Thanks for the info!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Cultist of Nurgle with Open Sores





My main nemesis plays Eldar, and I was thinking about investing in a Chaos Daemon army, so this battle report especially interested me. I was wondering on what improvments the Daemon player could make to have faired better against the Mechdar.


 
   
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Alluring Mounted Daemonette






I think the outcome would have been different with some soulgrinders...they are excellent anti-mech with two closecombat dreadnaughts and the strength 10 AP 1 tongue. Daemon Princes are also pretty good with many options, but at a premium point value


The Daemonic Alliance Infinite Points
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"Too often we enjoy the comfort of opinion without the discomfort of thought." JFK 
   
Made in us
Longtime Dakkanaut






Dallas Texas

very strong and interesting eldar build.

8 Grav Tanks with 6 bright lances is alot of anti mech firepower.

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.



 
   
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Chalice-Wielding Sanguinary High Priest





Arlington TX, but want to be back in Seattle WA

cool coverage thanks

4250 points of Blood Angels goodness, sweet and silky W12-L6-D4
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800 points of unassembled Urban themed Imperial Guard
650 points of my do-it-yourself Tempest Guard
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