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Made in us
Fate-Controlling Farseer





Fort Campbell

Eldar

Autarch w/ Fusion Gun, Power Sword, Banshee Mask
Farseer with Guide and Doom
10 Howling Banshees in Wave Serpent w/ Bright Lances
10 Guardians in Wave Serpent w/ Scatter Lasers
10 Guardians in Wave Serpent w/ Scatter Lasers
10 Guardians w/ Bright Lance
5 Dark Reapers
2 War Walkers with Scatter Lasers
Wraithknight with Wraith Cannon and Scatter Lasers

Fists

Captain in Terminator Armor with Combi-Melta and Chain Fist
Librarian
Tech Marine
3 Apothecaries
5 Tacticals with Lascannon
5 Tacticals with Lascannon
5 Tacticals with Lascannon
5 Devastators with Lascannon
Land Raider
Knight Crusader w/ Battle Cannon and Autocannon

The Mission was the one where you had an objective in each deployment zone, deployment type was Dawn of War. I (Eldar) had finished deploying first, but he managed to sieze the initiative.

Turn 1:

He doesn't move much, trusting his long range weaponry to deliver first blood. Unfortunately his dice were horrible. He managed to kill 1 Dark Reaper and 2 Guardians. Otherwise he put 7 wounds on a Guardian Wave Serpent.

At my turn, I drag the Knight out of the terrain I hid him in (somehow knew I was going to get seized). I throw the Wave Serpents forward. I shoot the Wraith Knight at his Crusader, and deliver a devastating 17 wounds. The remaining Dark Reapers then fire with their missiles, and cause 9 more wounds, dropping the Knight for first blood . My War Walkers then run forward, and engage his Devastator squad in close combat. I throw a wave serpent into combat with his Land Raider, keeping it from shooting next turn.

Turn 2.

Again, his turn just doesn't see a whole lot done. He backs his land raider out of combat. He manages to put 6 wounds on the wraith knight with a good lascannon shot. His Captain and Techmarine jump out of the Land Raider, and attempt to kill the Wave Serpent, to no avail. He kills another guardian, and then puts a wound on the war walker in close combat.

Eldar, all guardians disembark from their wave serpents. Both squads move into positions to fire on tac marines. One squad is enhanced with Guide, and manages to kill its target with shooting. The other inflicts a casualty, then assaults to tie the unit up. The Wraith Knight kills the Captain. In close combat he managed to kill the wounded war walker.

Turn 3.

The Librarian readies himself to attack the Guardians who just shot the tac squad to death. His land raider opens fire on the Wraith Knight and drops him down to just 7 wounds left. In close combat the Librarian just kills 2 guardians, and takes two wounds in return. My war walker punts two devastators.

In the eldar turn, I disembark the banshees to move in on the remaining tac squad and apothecaries. With the autarch allowing them to reroll ones, they manage to kill the 5 marines. The Farseer smites the Librarian to death. The Wraith Knight and two Bright Lance shots destroy his land raider, and at that he concedes the game.



So far I'm loving the Eldar. They are fast, and they have a pretty strong punch. They are still pretty weak when it comes to survivability, but that can be mitigated by using their speed to tie up their units with a stronger punch. War Walkers being able to assault on turn 1 with their scout move, and wave serpents also being able to get an early assault in just makes it relatively easy to mitigate a lot of serious threats.

Full Frontal Nerdity 
   
Made in us
Screaming Shining Spear





USA

nice call on the warwalkers....I forgot about their scout ability the first time I used them!

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
 
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