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2014/01/11 23:49:14
Subject: Saturday challenge: 1850 Spearstar Eldar vs Wraithwing Necrons (COMPLETED)
Hey there, folks! This is a sort of continuation from this thread: http://www.dakkadakka.com/dakkaforum/posts/list/572380.page , where I asked for advice for facing against a very nasty Wraithwing list. It was a local league game, leaning more toward the friendly side, not the cutthroat competitive. Still, we both played nasty lists and the game was very challenging and loads of fun. We played at 1850 at his request, so he can test a list for this year's ETC. I actually played with a squad of Rangers that weren't supposed to be there, but during the course of our game, they killed 1 whole Wraith, so it wouldn't have mattered much either way.
My opponent is one of the most skilled players in our area and his list is designed to hurt. He has resilience, speed and firepower, his shooting is powerful, so is his assault. The only low-point of his list are his troops, but that is mitigated by how tough Night Scythes are to kill.
Sadly there are no pictures here, as this batrep is a spur of the moment and wasn't planned. Also, it's my first time writing a battle report, so go easy on me and feel free to C&C!
1850 SPEARSTAR ELDAR (actually 1905, as I said, I mistakenly cheated in a squad of Rangers)
Spoiler:
Autarch(Warlord): Eldar Jetbike, Banshee Mask, Laser Lance, Fusion Gun, Shard of Anaris
Personal Warlord trait: My Warlord is a scoring unit, even if he is a vehicle
Farseer: Eldar Jetbike, Singing Spear
Psychic Powers: Guide, Prescience, Perfect Timing
3 Windrider Jetbikes: Shuriken Cannon
3 Windrider Jetbikes: Shuriken Cannon
5 Rangers
10 Guardian Defenders in a Wave Serpent with Scatterlasers, Shuriken Cannon, Holofields
10 Dire Avengers
6 Swooping Hawks: Exarch
8 Warp Spiders: Exarch
8 Shining Spears: Exarch, Star Lance, Monster Hunter, Hit and Run
Nightspinner: Holofields
3 War Walkers: 6 Scatterlasers
Wraithknight
1850 WRAITHWING CRONS (from memory)
Spoiler:
Necron Lord: Resurrection Orb, MSS
Strategic Warlord trait: Night-Fighting on 1st Turn
5 Warriors with a Haywire Cryptek in a Night Scythe
5 Warriors with a Haywire Cryptek in a Night Scythe
5 Warriors in a Night Scythe(Lord flies with this unit)
5 Deathmarks with a Flamer Cryptek in a Night Scythe
6 Canoptek Wraiths
6 Canoptek Wraiths
5 Canoptek Wraiths
Annihilation Barge
Annihilation Barge
Annihilation Barge
MISSION: The Relic
DEPLOYMENT: The Vanguard Strike
INITIATIVE: Necrons
Pre-game analysis:
We actually have similar-playstyle armies. Both are fast and pack a scary amount of firepower, with a strong counter-charge element in my Shining Spears/Wraithknight and his Wraiths. Both our playstyles revolve around keeping our troops safe for late game and focus on crippling the opponent's firepower before they arrive. However, my list has a lot more anti-infantry than AT and no Skyfire/Intercept option to speak of. My main problem here are definitely Night Scythes. Those planes are stupidly good transport, imho, rivaling or even surpassing even the Wave Serpent in how good it is. I have a lot of anti-infantry and medium AT, but AV13 is a problem for me. With 3 Barges on the board and the necessity to prioritize the Scythes when they come on, my firepower will certainly be streched to its limits. Wraiths OTOH, are put into the role of guarding the Relic and the Barges from my assault elements, because he can't afford to get shot with more than 100 S4+ shots if he comes close and without their protection, the Barges are easy prey for my Spears and especially the Wraithknight.
My plan is this: aim anything that can hurt the flyers at them, while everything else except the Wraithknight is hosing down Wraiths, in hopes of killing enough of them so my assault elements can clear the centerfield around the relic, for late game grab. Wraithknight is on Barge duty, though as you'll see later, he proved less than stellar at the job.
DEPLOYMENT
Spoiler:
We played on a terrain-heavy board(I always insist on a lot of terrain, simply because it makes the game much more tactical) with two big and tall mountain-like pieces on bottom left and top right corner of the table, a large area terrain with a ruin in the middle and a few fences and forests in the gaps. The mission was Vanguard Strike and I won the roll-off for choosing sides. I chose bottom left corner to be my deployment zone, because I could hide my skimmers and infantry from the Barges first turn. The Necrons won the initiative and he decided to go first(Jy2, you predicted the reason), because of my Warlord trait, allowing the entire Shining Spear unit to come forward and grab the Relic 1st turn and then move back in the assault phase. He'd have to chase it across the board and into the storm of shuriken fire. I tried stealing the initiative, but failed on a 5.
My opponent chose to use the Night-fighting rules with his Warlord trait and deployed everything forward, with Wraiths screening the Annihilation Barges along his deployment zone, ready to react to my movement. The Scythes were in reserves, naturally.
Due to Night-Fighting I deployed my Nightspinner far back, within 48" of his Wraiths, so I could target them next turn. The Hawks were deployed at the very edge of the table and are going to Skyleap at the start of my 1st turn. I deployed the Wraithknight in front of the Nightspinner, sitting just outside 36" of the ABs. The War Walkers were deployed behind the big mountain, out of LOS of ABs but within 36" of the Wraiths. Wave Serpent with the Guardians was deployed behind a ruined wall at the bottom center of the table and the Dire Avengers were deployed out of LOS behind that same wall, together with my Warp Spiders, because I wanted to have cover of my entire deployment zone, if the Wraiths advanced. My Farseer started the game with the Warp Spiders. Autarch and the Shining Spears I deployed a bit forward, also just outside of the AB range.
Note: I make a mistake in not reserving my Walkers. They could have done a number on his flyers. I thought them safe behind the mountain and I underestimated the range of the Night Scythes. I will keep paying for that mistake for the rest of the game.
TURN 1 - NECRONS
Spoiler:
With half his army in reserve, my opponent smartly decided to pull his Wraiths back outside of Dire Avengers and Warp Spider's range and because the AB had no targets, they just danced on the spot. His army is counting on the Night-Fighting to survive my alpha strike. There was no shooting or assault this turn.
TURN 1 - ELDAR
Spoiler:
Overview: Well, a quick turn for the Necrons. Let's see how much damage I can do before his reserves come on.
Movement phase:
I cast Guide on the Nightspinner and Prescience on the Wraithknight. My goal this turn is to try and take out an AB with my Knight and some Wraiths with everything else that is in range. Nightspinner zooms forward 12", with S8 vs Wraiths(I2), Wave Serpent moves just within 36"; range of the Wraiths and inside 36" of 1 AB, which I am hoping to blow up or at least pen with my Knight. Because it is within 24" of my Knight, it's only getting a 4+ cover. War Walkers also move within 36" of the Wraiths, but stay hidden out of LOS of most of the table. Dire Avengers move a little to the right, expecting the right squad of Wraiths to try and close the right Eldar flank. Warp Spiders get a very low generator jump(something like 4") and follow out of LOS behind the Avengers, preparing to shoot at any flyers that come in the next turn.
Now, I also made a mistake here, because I didn't realise that the Scythes can disembark their passengers normally if they move less than 24"(my opponent actually warned me about this before the start of the game, but I forgot that fact, shame on me). I moved the Nightspinner too far, because I got greedy. Next turn, Warriors and the Haywire Cryptek will punish me for my forgetfulness.
Shooting phase:
Nightspinner scores a hit on 4 Wraiths from the left squad(there was not much room on the table for them to spread out) and I wound all 4 and he fails 2 3++. Well, I'm off to a good start! War walkers shoot at the middle Wraith squad and deal a lot of wounds, and he fails 2 saves(they had 2+ cover due to Shrouded from the Night-Fighting), resulting in 1 dead Wraith.
Wraithknight shoots at the nearest AB and I roll . Alright, thankfully I had Prescience. I re-roll both dice and roll again! So that's dead in the water.
I feel trying to glance an AB with my shield isn't worth it and leave it on, shooting only the Scatterlasers into the nearest Wraith unit and doing 1 more unsaved wound.
Overview: 2 dead Wraiths in the left squad and 1 dead and 1 with 1 wound left in the middle one. Could be worse, though I fear what his reserves will do next turn. I'm hoping his flyers will come in piecemeal, but I'm not holding my breath over that happening.
TURN 2 - NECRONS
Spoiler:
Reserves:
3 Night Scythes come in. 2 with troops and Haywire Crypteks and 1 with the Deathmarks and the weird flamer 'tek. His warlord Scythe stays in reserves. 1 Scythe moves 24" and unloads the contents 12" from my Nightspinner. This was the mistake I was talking about. If I had moved just a little bit back, he'd have to move >24" and the passengers would have to snap shot. And this is where I realised my opponent will get FB and then just hug the Relic, keeping me from it. Depending on how crippling his beta strike is, the tactic seems a very good one. 2 other Scythes position to go after either the War Walkers, Nightspinner or the Wave Serpent.
Movement phase:
My opponent becomes a little bolder with most of his army on the table and advances the Wraiths up the right and left flank, hoping to close me in, as I expected. The middle squad surrounds the Relic and moves forward to protect his ABs from my Wraithknight. The middle AB moves 6", targetting my Wave Serpent. The left AB also moves 6" and targets the only thing it has range and can see, the Wraithknight. Right one moves 12" and targets my Dire Avengers.
Shooting phase:
Middle AB unloads on the Wave Serpent, does two glances and I save both with a 3+ cover. The left one also does 2 wounds to the Wraithknight, but I save both.The right one scores no 6's on snapshots, even with the TL, so my Avengers are safe for now.
The Warrior squad with the Haytek fires into the Nightspinner and they do 4 glances, of which I save 2. So if he wants FB, he needs to shoot at least 1 Scythe at the Spinner. He does so with the middle one and the Nightspinner is wrecked, giving my opponent FB. The other 2 Scythes focus the War Walkers, but I hid them in such a way that each can only see 1, on each side of the mountain. He kills both of those he can see, but 1 is intact. A good turn for him, but I still have my Wave Serpent and the Spiders(who ignore cover with Perfect Timing), so I can still do a number on his flyers. And if I can kill a few Wraiths next turn and free the path for my WK and the Spears, this game can still go either way.
TURN 2 - ELDAR
Spoiler:
Overview: A good turn for Necrons. FB and Walkers dead, both due to my mistake. I'd have managed two flyers coming on, but facing all the ABs firepower and 3 flyers will be very tough for me.
Reserves:
My Hawks come on and the jetbikes are still in reserve. The Hawks land near where the Nightspinner was and target the Warriors and the Haytek with the large blast, killing three outright. One gets back up.
Movement phase:
I cast Guide on the Wraithknight and Prescience and Perfect Timing on the Spiders, I then ready for some croissant hunting with them. I roll on their move and I get a 3". Wow. Considering I'd have to get at least 5" run to even be able to target 1 Barge and that would leave my Spiders and Farseer in a very vulnerable position, I decide to help Dire Avengers go after the Wraiths. Both squads move forward out of cover and target the 5 Wraiths in the right squad.
Wave Serpent shuffles back 6" and aims at the rightmost Scythe, the one with the Deathmarks and the Flamertek. The lone War Walker moves out of cover and targets the same flyer as the Serpent. Wraithknight decides it's time to move forward and circles around to the right Necron flank(that's my left one), while the Spears come out to play and prepare to either target the same Wraith squad as the Spiders and Avengers, or do something that will hopefully give my opponent something to think about on his next turn.
Shooting phase:
Hawks shoot at the remaining Warriors and wipe them out. Only the Haytek gets back up. Avengers and Spiders together wipe out the right squad of 5 Wraiths, due to some pretty poor rolling on my opponent's part. Here the Rangers also kill the one wounded Wraith in the squad guarding the Relic and that's all they did that game, so I won't mention them again. The Wave Serpent shoots everything at the Deathmark Scythe. I roll D6+1 for the shield and get a Huh. Seems like every time I roll something random I get either a 1 or 2. OTOH, my opponent keeps failing his 3++, so I guess I shouldn't complain much. The Scatterlaser hits twice and pens, the Shield and the Cannon both whiff. He decided to Jink and fails his save. I roll a 4, destroying its weapon. That's something at least. The War walker shoots at the same flyer and hits 5 times! WOW! 5 out of 8 6's. Not bad. I roll for armour penetration and get 3 6's again! Damn! He jinks and proceeds to save 4 out of 4 Jink saves. Very odd rolling this game, on both sides.
To top it all off, I target the leftmost AB with the Knight, he misses again! Fortunately, Guide is there to save the day and on the re-roll I hit both times and then roll a 1 and a 3 on AP. He fails his save. So his firepower, other than the destroyed gun of the Night Scythe, stays untouched. And my WK continues to be useless. He's usually my MVP, he either absorbs so much fire that I win because he dies and the rest of my army survives, or he survives and is an absolutely horror to face in CC for most armies I faced. First time since I started fielding him that he's letting me down like that.
My shooting is over, but the Spears do something my opponent didn't expect. I turboboost them all the way into the heart of his deployment zone, 22" from the nearest Wraith unit. Remember, that squad has my scoring Warlord and since the Wraiths aren't at full strength anymore, none of the 2 remaining squads can afford to charge in alone. Now my opponent has a choice to either turn his ABs around and target my Warlord, thus exposing his rear armour to my WK and the Serpent, or wait until I attack both flanks at the same time with my WK and the Spears, while my Warlord picks up the relic.
In assault phase, my Spiders move back into cover, hugging the Wave Serpent, VERY tightly grouped together. That will be VERY important next turn.
Overview: My opponent's firepower is barely scratched. And he has another flyer coming from reserves. The next turn will hurt. A lot.
TURN 3 - NECRONS
Spoiler:
Reserves:
His last flyer comes in and zooms toward my Shining Spears. He decided to take my bait. Let's see how good I roll my 3+'s now.
Movement phase:
The two ABs turn around to go Spear hunting and move 12", but are still only in range of 3 Spears. The third AB moves 12" and goes after the Dire Avengers, which are a big threat to his Wraiths and scoring. Remaining Wraiths shift toward the Relic, determined to not let me anywhere near it. The Haytek embarks back onto the Scythe, which turns around and targets my War Walker to finish off the squad. The weaponless Scythe moves 18" toward my Warp Spiders and disembarks the Deathmarks. It is here I remember what my opponent mentioned about that squad. The Cryptek flamer wounds on LD, unless the Deathmarks mark the unit. Then it becomes an AP2 flamer that wounds on 2+. Remember how my Warp Spiders were tightly grouped together last turn? Great.
Shooting phase:
5 Spiders dead. Instantly. Fortunately I make the rest of my saves like a boss, and all the remaining 3 Spiders and the Farseer survive, including the Spider Exarch. The War Walker gets shot down and the other Scythe does a hull point to the Serpent. Right AB shoots at my Dire Avengers and it is here I experience how powerful Tesla Destructors really are against infantry. One AB does 10 wounds and kills 5 Dire Avengers, even with snapshots. The rest of his shooting goes after the Spears, but from all that firepower and after some very hot saves, I only end up losing 2 of them to the ABs. The Necron Lord flyer shoots down 1 more. I pass all my morale checks.
TURN 3 - ELDAR
Spoiler:
Overview: It could have been worse, but what he did to my infantry last turn was devastating. This turn, I need some luck on my side again. I need to shoot down one AB with the WK, and next turn end up in combat with one of the Wraith squads. I also need to kill at least one damn flyer! If I don't, he'll just place them over the Relic and keep me from claiming it.
Reserves:
Both my jetbike squads come on this turn. I set them up so they can pick their targets, either the Deathmarks if the Guardians and Avengers fail to finish them off, or the flyers with their Shuriken Cannons.
Movement phase:
I cast Guide on the Wraithknight and Prescience on the Spiders again, but I roll on Guide and I fail to cast Perfect Timing without perils.I then shuffle my Serpent 6" again and disembark the Guardians, moving them to kill the Deathmarks. The remaining Avengers are going back out of LOS, also gunning for some payback for their Spider brethren. And speaking of Spiders,I split the Farseer away from the squad so I can potentially target two flyers. They move normally and target the Scythe that still has all its passengers embarked(another squad of Warriors and another Haytek). Wraithknight advances on the Necron left and the Spears do the same on the right. Hawks don't Skyleap this turn and instead jump over the mountain to target Wraiths. At this point, there are 7 of them left, all camped around the Relic. I need to kill at least 1 or 2 more to minimize their return damage potential.
Shooting phase:
Wraithknight shoots at the back of the closer AB and score only one hit, even with Guide. Now all I need to do is get 2+ and all will be well. Of course, I get another So that's 6 TL S10 shots doing a total of 2 glances to AV13/11, even with his saves being as bad as they are. After that, I can't commit my Spears, as I fear they'll be wiped out, so I turboboost them out of range of everything except one AB.
Serpent shoots at the Scythe with the untouched squad inside and manages to do a single pen(I roll one more on the Shield D6), rolling a 4 knocks a weapon off that one as well. Remaining 3 Spiders shoot at it, but even with Prescience, they're unable to get any 6's. Great. Passengers unaffected, which means my Serpent will most likely die next turn. The Farseer throws his Spear at the other Scythe that's carrying the scoring Haytek from the squad I killed last turn and does manage to hit, pen and I again roll a 4. Heh, Now only his Warlord's Scythe has any weapons left. Hawks manage to do a single wound to the larger Wraith squad. Guardians shoot and kill off the entire squad of Warriors, leaving only the Cryptek. which Avengers successfully kill. He then gets back up. Guardians then spread out with Battle Focus, to mitigate the damage from the Flamertek on the off-chance that Avengers don't manage a 4" charge.
Assault phase:
Spiders scoot back under cover. Jetbikes move into cover and into better position to threaten the Wraiths next turn. Avengers need 4" to assault the Cryptek. Wall of Death does no wounds and I roll a 3 and then a 2 with Fleet.
Overview: Wow. This turn was abysmal. Knocking the turrets off the Scythes wasn't bad, but they'll be flying off the table next turn anyway, so won't be shooting at me. Those ABs, however, are still pretty much intact and can fire at full capacity.
TURN 4 - NECRONS
Spoiler:
Movement phase:
Two Scythes fly off the table, the third one unloads its passengers near my Wave Serpent(gulp!) and the fourth one pivots 90 degrees toward my Farseer that's all by himself. ABs move forward and target my Spears. Looks like I miscalculated and two of them, not just one, can actually reach them. The third one has nothing better to do and turns around to meet the Wraithknight.
Shooting phase:
Two ABs fire at my Warlord's unit and manage to do something like 12 wounds. I save all but 2. That's 4 Spears and the Autarch left. Third AB does nothing to the Knight. The flyer shoots at my Farseer, but again my rolling gets in the way and I only fail one save, out of 4 or 5. That Cryptek with the weird flamer that got back up set his eye on my Guardians. He managed to catch 5 of them and roll 4 4's(LD8). 4 Guardians dead. I roll for morale, fail and they run off the table. The Warriors and the Haytek demolish my Wave Serpent(I failed 4 out of 5 cover saves).
Nothing happens in the assault phase.
TURN 4 - ELDAR
Spoiler:
Overview: Well, that was unexpected. Had I been rolling pens like I've been rolling saves, this game would be over by now. Losing that Wave Serpent hurt. I needed it this turn to try and take out the Warlord Scythe, so I can try and get him on Turn 5 when he comes in from reserves.Though the game looks to be his right now. I need to get rid of the Warriors and the Cryptek and have no units in my deployment zone to get Linebreaker. And those Warriors should die from the combined shooting of Dire Avengers and two squads of jetbikes. I just hope that Cryptek stays dead.
Movement phase:
I Skyleap my Hawks, just to make sure I get Linebreaker. I cast Guide on the Knight, Prescience and Perfect Timing on the Spiders. Wraithknight moves 12" but as he's still 10" away from the Wraiths, I decide not to charge, but try my luck again at finally killing those ABs. At this point, I realise I've been too strung up on shooting down those ABs with the Wraithknight. I should have come at the Necron castle right from the start. Now, there's not a lot I can do with my Spears, except set to kill the ABs next turn, so if the game goes to Turn 6, I have a short at taking the Relic. The Spiders move to target the flyer, the Farseer joins the squad again. Jetbikes converge 12" from the Warrior squad.
Shooting phase:
Wraithknight FINALLY blows up a Barge , Spiders shoot at the cron's Warlord Scythe and manage a single pen, he jinks and I roll - you guessed it - 4! Now none of the Scythes have any weapons any more. Jetbikes and the last 3 Avengers kill everyone in the Warrior squad and the Cryptek, thankfully, stays dead this time.
In the assault phase, I just shift some stuff around to a better position.
Overview: Hmm. The Relic is lost to me if the game ends next turn, but at least I'll hopefully be able to pull out a draw. For the Necrons to win, they need to score Linebreaker now. The only way they can do that is if the final squad of Warriors that's undoubtedly coming out next turn survives all my shooting and assault. I'm not completely unhappy with those odds.
TURN 5 - NECRONS
Spoiler:
Movement phase:
All 3 Scythes come on, one dumps the lone scoring Cryptek on the Relic(oops, forgot about that guy!). Scythe with the Warlord disembarks another unit of 5 Warriors and is currently holding linebreaker. Last two ABs move to be as far away from the Spears and the Knight both, around 20" from both. One of them enters terrain and immobilizes itself.
Shooting phase:
Warriors shoot down last two of my Spiders, leaving only the Exarch standing. he passes morale. ABs kill 2 more Spears and take 2 wounds off my Autarch.
Again, nothing happens in the assault phase.
TURN 5 - ELDAR
Spoiler:
Overview: What I need to tie this game is kill those warriors in my deployment zone and the solo Cryptek with the Relic. What I need to win is to make the charge into one Wraith squad(4 Wraiths) with my Knight and I need to kill the last AB that can hurt me(the other one is immobilized facing the board edge, so I'm safe from its arc of fire) with the Spears, I need the game to go on to Turn 6 and I need to tie up or kill the other Wraith squad(and with just 2 Wraiths left, it's likely I'll be able to do it. He made the mistake of not moving his Wraiths the last turn. Now he can't put his Scythes on top of the Relic on Turn 6 and I have it in the bag. If the game goes on.
Movement phase:
I bring my Hawks down and kill 1 Warrior with the large blast. I place them so they can choose whether to shoot at the Cryptek with the Relic or the Warriors as my priority, or, if the rest of the shooting takes care of them, I can try to do some wounds to the smaller Wraith squad. I cast Guide on them, Prescience the Spider Exarch and the Farseer, who has one wound left, so I don't even try to cast Perfect Timing. The Spiders move to about 2" away from the warriors, so they can't fail the charge, WK moves 12", 3" away from the larger Wraith squad. The Autarch separates from the 2 remaining Spears and jumps 12" away from the Relic and the jetbikes position themselves 12" away from the Relic as well. Assuming I manage to assault the Wraiths with my WK and the game goes on, he can't assault or shoot down all three of my squads with one AB and one diminished Wraith squad, either one of the jetbike squads or the Autarch will take the Relic.
Shooting phase:
First I try to take down the Cryptek with the Avengers and whiff. Then I shoot the first jetbike squad and whiff. Only after I shot the second jetbike squad did he go down. And stayed down. Now I only have the Hawks and the Spiders left to take out the warriors. I shoot them and one is left standing. He passes morale and one gets back up. The WK in a moment of pure idiocy from me, first shoots at the Wraiths. I panicked, thinking they might break free before next turn so I wanted to minimise their return strikes. Only later did I realise how extremely unlikely that was to happen. Oh well. I kill one Wraith with the Heavy Wraithcannons. I now need 5" to charge them. The Spear Exarch shoots at the only functional AB on the board and blows it up.
Assault phase:
I charge with my WK, and get a 3" charge. I charge with the Spider Exarch and the Farseer. They do 4 wounds and...he fails only 1 save.
We roll to see if game goes on - it doesn't.
Overview: Those charges done me in. He has linebreaker, I have linebreaker. He has FB and I have nothing. He wins 11-9.
MINOR VICTORY FOR THE WRAITHWING NECRONS!
Post-game summary:
Wow! What a game! I've not seen the dice gods so fickle in a loooooong time. I had loads of fun and I learned a lot. His list was nasty but in the end, I did have tools to take him on. Unfortunately, some of those tools failed me, partly due to dice and partly due to poor planning on my part(like the WK) and some haven't had a chance to, because I let them die sooner than they should have, like the War Walkers. I deployed them because I was afraid of the Wraiths, in the end they killed 1 Wraith and died to the Night Scythes the next turn. If I had reserved them, things would've probably turned out better for me.
But all in all, I really liked the game and my opponent has been a joy to play and I in the end I did prove what I've been saying all along to other Eldar players around here. You do NOT need 3+ Wave Serpents to do good with Eldar. You just need an army that works well together. I was the underdog here, but I had the tools to take on one of the toughest builds in 6th. So I'm very pleased with how everything turned out.
Thanks for reading and hope you liked it!
Edit: I forgot to add a few things in the last turn, sorry about that!
This message was edited 21 times. Last update was at 2014/01/14 23:35:00
2014/01/12 01:19:55
Subject: Saturday challenge: 1850 Spearstar Eldar vs Wraithwing Necrons
The player going 2nd should have a slight advantage, but I'm assuming the Necron player chose to go first because you have a scoring Warlord on a jetbike. Either that or you won the initiative and forced him to go 1st.
Haha, yes, you called it! He won the roll-off and decided he'll go first precisely because of my Warlord trait. And because I didn't put my Walkers in reserve, so he had nothing to fear. That was a mistake that I was paying for the entire game.
Anyway, Turn 1, 2 and 3 now up! Sorry for the delay in posting, Sunday was one big rush hour for me.
2014/01/14 22:49:30
Subject: Saturday challenge: 1850 Spearstar Eldar vs Wraithwing Necrons (COMPLETED)
Batrep completed! I hope those of you who read it, like it. And please tell me what I can improve on my next one, if there'll be a next one, except the obvious need for pictures.
2014/02/01 16:52:09
Subject: Saturday challenge: 1850 Spearstar Eldar vs Wraithwing Necrons (COMPLETED)