Battle Report 040816
1500 Points – White Scars Dual-Demi-Company Vs Eldar Windrider Host with 3 Wraith Knights
Preamble Ramble:
Nearly every model I'm using is a proxy. But they have a theme! The
TL Lascannon Razorbacks are actually
TL Assault Cannons. The Multi-laser Chimera are actually Las/
Plas Razors. The two Vindis and the wrecked Griffon are Whirlwinds. So if you're looking for a pretty battle, this isn't it. It's a tale of the game, between two high-octane lists.
So this. THIS. Is the battle report I wanted to write earlier. My friend and I had a blast. This is one of the best games we've had in a long time. Why? Because the armies felt balanced. We agreed that this is a close-to-balanced battle. It was beautiful. For us, it was a fresh way to play. All-out, no holds barred I'm-gonna-make-you-bleed viciousness. We laughed about how obscene these lists would be to play against any kind of “funsies” list. We laughed at units disappearing like smoke. We talked tactics and counter-tactics through the game. Acknowledging my obscene luck in stealing the initiative. We discussed the Eldar's poor initial deployment on turn 2, instead of waiting for the post game. Talking back and forth about ways to correct and then capitalize on the mistake. Openly discussing the area denial created by the Devestators. The stupidly disgusting nature of a WK that can reroll it's saves. How keeping them together would have been better, and maybe putting one in reserve to act as a second wave.
Take a note of how often the WK's have less than a half-inch of their base in area terrain, in the pictures. This was us slugging it out on the table top and it was glorious!
Not something we'd want to do every day, mind you. Truthfully, we're going to have one, maye two rematches and I doubt I'll ever play this army again. The fun in this game was the discovery, not the revisiting. I'm pretty sure I could “perfect” the strategy, for my purposes, within two more games and that would be the end of the fun, for me.
The list I took was amazingly fluffy, in terms of playstyle, which I found pleasantly surprising. This list encourages
overwhelming aggression in the first 2-3 turns, and then forces you to play a game of stalling out your opponent until “imagined reserves” arrive at the end of the game. They really do play like a spearhead force, annihilating the opposition near the objectives then switching over to defense mode half-way through the game. An exciting new strategy for me.
I'm accustomed to the attrition wars I'd fought with Guard, which boil down to resource exchange management. I was good at it, I might add. It may sound boring to you, but I really enjoy it.
Then I'd moved onto Marines, which I've been playing as a mixture of Lightning Raid and Take and Hold units. I find that suits the goals of 7th edition rather well.
This was different. Everything you have starts as super-aggressive, then fades back to area denial / survival tactics. Fun and rewarding in its novelty, but I expect that once the novelty wears off, the overall predictability of how it plays would become unpleasant. And despite its power level, it is painfully predicatable. I expect my opponent will
crush me the next time we play. I'm accustomed to his units and overall play style, so I had a distinct advantage.
Pre-Game
We rolled
The Emperor's Will so we both had an objective to deploy in our half of the Board. We rolled Dawn of War, and the Eldar player picked the Northern Edge.
Terrain
Terrain – View from North – Show height of terrain
The Eldar player placed his objective in the Tower to the North-East. Per my current strategy, I placed my objective as close as I could to his, to create a cluster of objectives. This is one of the first “luck” factors that was on my side. Had I deployed my objective first, my opponent would have placed his as far as possible from mine. As it is, I placed mine as close to the centre line as I could, right against the stockade wall. By keeping the objectives together, I can play to my strengths by dumping as much ObSec in one area, and creating as much area denial in one area as I can muster.
Objective Placement
The Eldar player rolled on the Strategic traits, and rolled Master of Ambush. Warlord and 3 Non-Vehicle units can infiltrate. 3 infiltrating WK, that I wouldn't know where they were going to wind up until after I deployed? Joy! Not quite, but close. The Farseer took his escort with him, and somehow managed to sneak 2 thirty-foot tall Gargantuan creatures onto the field with him. Damned Sneaky Eldar. He deployed his infiltrators to the West. One WK is behind the central building, in case you miss it.The 3rd WK is in the North-East, hiding beside the tower. Yes, it's a Flying stand. Nobody actually owns these lists... right? Also, there's a unit of Scatter Bikes hiding behind the ruins in the North-West.
I wind up swarming towards the objectives with my scout moves, and ensuring my Grav-
Devs are safely out of
LOS within the SE circle of stones by surrounding them with tanks. I want to shoot with them first turn, but not have them killed. That WK in the NE is coming at me, Brah, and there's a lot of Scatter Lasers to worry about. Normally I'd leave them embarked for protection, but I need to put some early hurt on the close WK. I'm pretty sure I'm going to switch to Rhinos for the
Devs, so that they can fire their “increased accuracy” Grav Cannons from the hatch.
I've left my empty
HB Razorbacks, a Whirlwind, and a Las/
Plas Razor with Plasmagun in the Southern Forest. I do this because I can only cram so much stuff in the SE corner, but also because in that position, they can hopefully decrease the places that the ScatterBikes can hide out of
LOS, and can apply pressure to them if they make a poor jump roll. Technically, they're strong enough to potentially hurt WK's as well, but they're pretty well suited to putting hurt on the Scats. They're also a bit of a distraction. They're capable of drawing fire, if my opponent wants to move to centre with his Scats, which he'll need to do late-game if he wants to approach the Objectives with the Bikes. Long-term planning. It's important.
I forget to boost a terrain piece with my Techie. Because sometimes I'm a genius, and sometimes I'm an overgrown monkey that wears clothes. Oh, I had to climb a ladder to take the pictures. It's not just a completely random comparison.
The Eldar player rolls powers, and the important ones are Guide and Fortune. Do you know how broken WK are? Give them Twin-Linked and Re-roll failed saves. Super-fun-times are had by not-me.
The WK are spread out, which turns out to be a failure on my opponent's part. Another “lucky” break for me, in that I don't need to contend with
concentrated Evil.
Eldar List:
Windrider Host
Farseer on Bike with Spear and Stone of Psychic Awesomeness
Warlock on Bike with Spear
4x Scatter Bikes
4x Scatter Bikes
3x Scatter Bikes
Vyper
Wraith Constructs
Wraithknight with 2x Heavy Wraith Cannons and 2x Scatter Lasers
Wraithknight with 2x Heavy Wraith Cannons and 2x Scatter Lasers
Wraithknight with 2x Heavy Wraith Cannons and 2x Scatter Lasers
Marine List:
Battle Demi-Company A
125 - Kor'Sarro Khan: Master of the Hunt, Warlord Slayer, Moonfang [sword]
. 90 - Tactical Squad [5]: [Naked]
. Razorback: Lascannon, Twin-Linked Plasma Gun
100 - Tactical Squad [5]: Meltagun
. Razorback: Lascannon, Twin-Linked Plasma Gun
105 - Tactical Squad [5]: Grav Gun
. Razorback: Twin-Linked Assault Cannon
100 - Assault Squad [5]: 2x Flamer
. Razorback: Twin-Linked Assault Cannon
105 - Devastator Squad [5]: Grav Cannon w/ Grav Amp
. Razorback: Twin-Linked Heavy Bolter
Battle Demi-Company B
. 90 - Chaplain:
110 - Tactical Squad [5]: Lascannon
. Razorback: Lascannon, Twin-Linked Plasma Gun
105 - Tactical Squad [5]: Plasma Gun
. Razorback: Lascannon, Twin-Linked Plasma Gun
105 - Tactical Squad [5]: Grav Gun
. Razorback: Twin-Linked Assault Cannon
100 - Assault Squad [5]: 2x Flamer
. Razorback: Twin-Linked Assault Cannon
105 - Devastator Squad [5]: Grav Cannon w/ Grav Amp
. Razorback: Twin-Linked Heavy Bolter
Armoured Task Force
65 - Techmarine:
65 - Whirlwind:
65 - Whirlwind:
65 - Whirlwind:
Initial Deployment – After Infiltrate / Scout moves were made
It Begins! Unleash the Stolen Initiative Strategy!
Sure, it might not be a strategy per se, but man does it help when it happens! I manage to steal the initiative. Yet another lucky break for me. You might have noticed that I've had a fair deal of good luck so far. You'd be right. Good thing, too...
You know how you read threads, and the Eldar player's always whining about how
OP Grav is. “Marines are
OP, they've got guns that kill my
OP Wraith Knight without even trying. They're cheese and should be banned!”
Well, in all fairness, Grav Cannons are stupidly good at killing WK. In the post-game review, I realized I shouldn't have scouted my
Devs, as they weren't embarked in a Razorback, so I cheated. They shouldn't have been in range first turn. But really, I just should have put them in a Rhino instead which would have let them move, so my opponent didn't begrudge me my mistake. It's a new list for me and he usually plays White Scars when he plays Marines, so we agreed the fault was shared between us. Mostly I blamed him for not knowing about “his own” special character, and he called me a dirty cheater, but I think that evens out to sharing the fault.
I shot the Northern Razors at the WK, a mixture of Las /
Plas and
TL Assault Cannons, and managed to score one wound, I think.
The two
Dev squads, with their higher than average
BS and Grav-
Amps scored 3 wounds between them. Pretty good for 4+ cover and then
FNP to negate wounds. He rolled slightly above average saves, but still. Grav
Devs are probably going to make an appearance in my future lists, because they're fun and not an instant win button. Just a powerful area denial tool.
But holy crap, are Whirlwinds ever good at supressing Scatter Bikes! First blood to me, as I sniped his Jet-Lock out of a unit of bikes. A game has really lost it's sense of reality when a
LOS ignoring barrage weapon is a better sniper rifle than an actual sniper rifle. *Sigh* The cheap points cost for them, coupled with my opponent needing to deal with them to save his bikes from destruction really made them an incredible investment in points. He ignored them for a turn or two, until he realized how highly they needed to be prioritized if he wanted bikes alive at the end to steal objectives. Yet another “lucky” break for me.
My notable damage was First Blood for a Warlock [Council], and putting some real hurt on the NE WK.
All photos are taken at the end of the turn, so in many cases, Jetbikes popped forwards, shot, then jumped back... just so you know.
Marine Turn 1
The Eldar now reap their terrifying revenge. The Farseer Guides his unit and Fortunes the Southern WK. Free Razorbacks are good, but facing 6 Heavy D-Cannons and 18 Scatter Lasers is only going to end one way. The Eldar wreck 4 / 10 Razors, and put 2
HP [Stunned] on another.
Half my transports are effectively dead in the first round of fire. Ow-Chuh! I'm 85% sure my game is over, and I'm going to be tabled.
But that would be a terrible battle report, wouldn't it?!?
I never give up until the 3rd turn, no matter how bad it looks, but man. I've been bitten pretty hard and I'm reeling from losing so much in one turn.
Eldar Turn 1
I shake it off. Shake it off. Shake-shake-shake-shake it off, shake it off. Whoa-hoah-oh-hoh! Sometimes, I'm a 14 year old girl.
I kill the NE WK with a disembarked Grav Gun, Meltagun, Grav Cannon and Assault Cannons. I put some [3?] wounds on the central WK with the rest, and have established control of the objectives, pushing my opponent out of the Eastern half of the board. I have accomplished my strategy of establishing early control of the objectives, and have sufficient firepower remaining to deny the area near the objectives. Now, I've just got to keep pressure on my opponent to keep him the Duck out of Fodge.
I mock my opponent and his flimsy “unkillable” WK. He tells me to take the empty flying stand and insert it into myself. I tell him it wouldn't change anything, his army couldn't be any shittier. Sometimes, I'm a dick.

He reminds me that I'm vulnerable every time I climb the ladder, particularly since my [very] recent vasectomy and I concede that he's won this round.
Marine Turn 2
I was bitten, but I bit back. My opponent is impressed by how effective the Marines are at 24” firepower. We discuss the merits of
JSJ at 36” range, in the context of needing to eventually get back to the objectives, but he'll need to guess the right turn to make his move. Without ObSec, he'll need to wipe me out from the objective before he can claim it. Tricky, and probably why most ScatterBike / WK lists are various combinations of
CAD's.
He “retreats” destroying another 4 tanks in the process. I observe how very, VERY lucky I was to get first turn. I'd have suffered 2 rounds of fire before getting a second round to attack. That would have critically lowered my firepower, and without that very lucky circumstance, I would have been in rough shape right now. I reflect that despite having 550 “free points” of Razorbacks, my list “feels” like a modern 1500 point list, probably owing to everything in my list being a little overpriced / underwhelming compared to the lists from the New Hotness Codices.
He jumps the damaged WK up into the central ruin, and Guide / Fortunes it. The undamaged Knight moves forward, putting about 1/4” of his base into the forest.
Lame. Causes a bit of a crunch for me. Do I tackle the harder to kill WK in the centre with fewer wounds, or do I go for the easier wounds on the Southern WK... knowing that I'm playing a delaying game and will eventually have a chance to put a “predictable” 3 wounds on a WK with my Grav Cannons?
Despite the die in the NE corner saying “3” it's actualy the end of turn 2. We turned it over before I had a chance to take a picture.
Eldar Turn 2