Eldar
Eldrad
Farseer, Doom, Fortune, Stones, Spear
5
FD + Wave Serpent + Scatter Lasers
5
FD + Wave Serpent + Scatter Lasers
9
DA + Exarch w/ Bladestorm + 2 Catapults
Wave Serpent + Bright Lances + Shuri Cannon
9
DA + Exarch w/ Bladestorm + 2 Catapults
Wave Serpent + Bright Lances + Shuri Cannon
3 Guardian JB + Shuri Cannon
1 Warlock on JB w/ Embolden & Spear
3 Guardian JB + Shuri Cannon
Fire Prism
Fire Prism
3
WW + Scatter Lasers
Salamanders
Vulkan
Chapter Master, Aux
GL, DigiW, Articifer, 2 Hammers
4 Termies + Serg, Hammers, Shields
Redeemer + Multi Melta
5 Honour Guard, Aux
GL, Relic Blade + Champ Aux
GL, DigiW, Hammer
Razorback +
TW Assault Cannon
9 TacSquad + Serg, CombiMelta, PowerFist, Meltagun, MultiMelta, Rhino
9 TacSquad + Serg, CombiMelta, PowerFist, Meltagun, MultiMelta, Rhino
Landspeeder + MultiMelta + Typhoon
ML
Landspeeder + MultiMelta + Typhoon
ML
Note: I am actually using falcon models for the
FD serpents and the grav tank with no turret is a Prism. He used assault marines for his honour guard.
Mission was Capture & Control, Spearhead Deployment. I won the roll and decided to deploy first go first. We decided because we were using such a narrow table (6’/3’) to deploy in the half the table rather than just the quarter.
The sewing box is a building (4+), Black thing is a ruin (4+) and the table mats are a marsh/wood (5+).
I kept my tanks hidden in the hole hoping that he would leave something exposed on the right and I could use Eldrad to reposition the Prisms in sight for first pop. Kept the bikes in reserve and outflanked the walkers. He deployed his Raider on the right and speeders up on the bulding. The other 3 tanks he hid behind the giant Buddha.
Eldar Turn 1
Various guides and fortunes, Farseer lost a wound to Perils! Wave Serpent Bright Lances took a pop at a landspeeder and only shook it. Bright lance took a pop at the razorback and did nothing. Prism hit the raider but no damage. All in all a very disappointing first round!
SM Turn 1
He moved the shaken Landspeeder down to hide behind the big Buddha. The other Landspeeder took a crack at the Prism and rolled snakes eyes on the damage table with 2 pen hits. Assault cannon shells bounce off the Prism. Everything moves forward to get those
CC units closer.
Eldar Turn 2
The 3 bike squad came in at the back. The Walkers outflank on the left and come up behind the razorback (I totally forgot about the marsh/woodland!). I decided to go a bit offensive here and was hoping to crack open the front rhino with
BLs and take down the
tac squad in a hale of
DA and
FD fire. The working prism missed as did the
BL then the
FD failed to pen as did the Farseers singing spear! The
DAs tried to run away as their Str4 weapons were useless here but only managed a 1” run! The final
BLs on the serpent took a pop at the Landspeeder which managed two cover saves versus pen hits. As a last saving grace, the war walkers managed to immobilise the razorback with some nice back door action.
SM Turn 2
The Termies & Vulkan joyfully jumped out of the raider and assaulted the
DAs abandoned serpent while the honour guard & Chapter Master jumped out of the Razorback and advanced towards the now exposed
FDs. The Rhino came round to sit on the objective at the centre of the board. The Raiders MultiMelta managed to take out the Prism on the Prism and the
FDs serpent was shaken. Then the honour guard opened up on the Dragons and removed 4 but left them out of charge range. The Landspeeders had to focus on the walkers and managed to destroy 1.
Eldar Turn 3
The other
GJBs with the warlock came flying on the board to add some support. The remaining Prism sat behind the Prismless one for cover and sat back from the raider hoping to have 1 last crack at the big tank. The
FD serpent moved out of harms way while the other tanks shuffled around to get
LoS through the gap. The
DAs declared Bladestorm (they were guided and the honour guard doomed) and open fired taking down 3 of the guard (from 25 wounds!), and the scatter lasers from the serpent could take down no more. The Prism Cannon proved useless against the Raider again and the Rhino on the objective didn’t take any damge from the various Cannon and Lances shots through the gap.
SM Turn 3
Vulcan split off from the Termies and came over to kill some elves while the Termies ran off to get back in their raider. The lucky rhino from the centre objective decided to get cocky and came through the gap, popped smoke and prayed. Vulcan took out 6
DAs with his Heavy flamers and other shooting was largely ineffective except a scatter laser being shot off one of the walkers by the razorbacks assault cannon. The honour guard piled in to finish off the rest of the
DAs (and duly succeeded) while Vulkan himself charged the farseer who manage to save 4 wounds (not even needing fortune!) to tie the combat. The multimelta out of the top of the Rhino in front of the razorback managed to stun the crew of the
FD serpent on the left.
Eldar Turn 4
The
DAs got out of Eldrads ride ready to lay waste to whatever came out of the Rhino. The lone prism moved to block the path of any assaulting Terminators, while the other
FD serpent skimmed up on top of the hill and unloaded the dragons (a lovely move actually recommended by the
SM player! - we had previously agreed that each level of the hill was a 3” move and difficult terrain). The
FDs took out the landraider but the firing on the rhino was yet again awful with all the pen hits saved! The walkers, waging their own little battle in the corner managed to immobolise the remaining speeder.
SM Turn 4
The termies decided to attempt to move up the hill and get vengeance on the dragons and made it to the first level. The honour guard decided to come round and finish off that old
FD serpent on the left (teamed with Vulkan) and the brave old rhino decided not to test it’s luck and back tracked to find some cover behind the serpent wreck and reclaim the objective. The landspeeder took off another scatter laser leaving just 2 between the unit. The honour guard blew up the serpent but the termies failed to roll high enough to reach the dragons who breathed a sigh of relief. (pic is start of turn)
Eldar Turn 5
Realising that the game could end this turn, it was time to start objective grabbing, but first I had to take out those pesky termies else they could reek havoc in my base. Got the
FD back into the serpent and started off toward the centre objective, leaving
LoS to the termies with my scatter lasers. I moved the bikes within 12” (ready to move then out of charge range with their extra move), got out the
DAs w/ bladestorm and unloaded everything I had at the squad causing 22 wounds which luckily managed to wipe them out causing exactly 1 wound per model! I fired up the jetbikes with the warlock to move towards the centre while moving the rear jetbikes closer to hold my own objective.
SM Turn 5
Not much for him to do here except try and take out my serpent which thankfully failed (energy fields are great). He tried to run the honour guard through the ruins as an attempt to get to my base but rolled a 2 so stayed on his side.
We rolled a 3 so the game continued
Eldar Turn 6
I dropped off the
FDs to do everything I could to take out that
tac squad in the centre and sped the serpent over to contest his objective. Eldrads serpent them came over to lend a hand while the
GJBs at the back moved to secure my objective with the Prism as protection against the honour guard incase they got through the ruins. The brightlances couldn’t take out the rhino so it was left to the dragons (I don’t think the brightlances managed anything since the first turn!) who did their job but that left them vulnerable.
SM Turn 6
The Tacsquad took down the Fire dragons to a man leaving them securely in charge of the centre objective and the tacsquad in his base got out and attacked the serpent there. The power fist managed to pen the serpent, but only immobilised it leaving it still as an objective contester.
We rolled a 2 so the game continued. Sorry no pics here as it was midnight by then and I had a 45min drive home and work at 6am so all a bit rushed!
Eldar Turn 7
So it was all about taking out that tacsquad in the centre. The Warlock,
GJB,
DAs, Eldard and serpent all tried to take them out culminating in a charge by the
GJBs on the last 2 standing marines but no one could score any wounds in the combat leaving the centre objective tied. Now I just had to hope that the serpent could survive 1 more round of combat and I would be victorious.
SM Turn 7
The power fist finally hit the mark wrecking the serpent and leaving the game tied. We rolled a 5 to end the game.
Not too bad considering how badly I got whooped in previous encounters. Made a couple of tactical errors and some very bad rolling to damage vehicles (but then again he forgot all about his orbital bombardment which I didn’t even know about)
Best performer: No real standouts. The Termies were taken down with a combo of units so prob I would say the war walkers. They immobilised the Razorback, occupied the landspeeders (and took 1 out) and survived the whole game)
Most feared: The honour guard is a fearsome unit that did some damage in a very short space of time and was then out of the game.
This was my first ever batrep and only about my 7th game so all thoughts on the layout, tactics, lists rules etc etc etc welcome
Chimp