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Jacksonville, NC

Very nice rep against the cronz smitty, that's a fine example of when a player gets side tracked killing stuff and forgets the mission!

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Avatar 720 wrote:
Lucre wrote:I was under the impression that energy fields only worked on shooting attacks, and therefore did not reduce rams. I'm pretty sure it was pretty specific about shots and ranged attack, but maybe I'm missing something.


It only works against ranged attacks, so ram strength is not reduced, since it is not a ranged attack.

Which is why it's always best to ram with holofielded vehicles wherever possible, as holofields greatly mitigate return damage.


If you want to get into a huge RaW vs RaI Arguement on my thread with a poorly written rule that hasnt been FAQ'd go for it. Ive played my army for years, with hundreds of games, I honestly dont need people quoting my codex and nit picking every little thing.

Tank Shocking Hits my Front Arch. It isnt a close combat attack, And I do the attack From a Range which is the distance I declare in my tank shock, the BS is an auto hit. You can argue it either way, and if my opponent had fought it It would have gone to a judge, and it would have been the end of the story.

My opponent allowed it, it didnt need to go to a judge, problem solved.

If you want to rules lawer my thread go for it, I appreciate the bumps.

This message was edited 1 time. Last update was at 2012/05/25 16:45:45


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
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# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
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Smitty0305 wrote:If you want to get into a huge RaW vs RaI Arguement on my thread with a poorly written rule that hasnt been FAQ'd go for it. Ive played my army for years, with hundreds of games, I honestly dont need people quoting my codex and nit picking every little thing.


Getting a little defensive, huh?

You did really well on battle points, but it looks like you really suffered on Sports (two bad game votes). Maybe make Sportsmanship your focus on the next two events?

This message was edited 1 time. Last update was at 2012/05/25 18:25:29


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All I did was confirm what the poster I quoted had said, since he stated that he doubted it was correct ("...but maybe I'm missing something.").

Calm down.

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Smitty0305 wrote:If you want to get into a huge RaW vs RaI Arguement on my thread with a poorly written rule that hasnt been FAQ'd go for it. Ive played my army for years, with hundreds of games, I honestly dont need people quoting my codex and nit picking every little thing.

Tank Shocking Hits my Front Arch. It isnt a close combat attack, And I do the attack From a Range which is the distance I declare in my tank shock, the BS is an auto hit. You can argue it either way, and if my opponent had fought it It would have gone to a judge, and it would have been the end of the story.

My opponent allowed it, it didnt need to go to a judge, problem solved.

If you want to rules lawer my thread go for it, I appreciate the bumps.


I would have thought that by posting bat-reps you should have expected people to nit-pick.

Personally I do not think that energy fields work against rams, however your opponent let it slide so no harm done.

However, now that you have posted this tactic here for all to see, I would suggest that you speak to the TO beforehand, as to the 'legality', to prevent any nasty surprises.

Cheers

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Every event I have played and in casual play, fields work with ramming. It's poorly written and unfortunately, as is, I think it works. Stupid aesthetically? Yes. Effective strategically? absolutely. At best you could argue your way into a die roll. His opponent didn't, c'est la vis.

I am more concerned with him embarking his FD's and moving flat out to contest. It could be a typo, but even experienced players fumble this in the heat of the game.


So far? Excellent reports smitty0305! Thanks so much for sharing. On feedback, don't take it personally batreps are meant to spark discussion. As long as it remains civil it really adds t the report IMO.

   
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Red Corsair wrote:Every event I have played and in casual play, fields work with ramming. It's poorly written and unfortunately, as is, I think it works. Stupid aesthetically? Yes. Effective strategically? absolutely. At best you could argue your way into a die roll. His opponent didn't, c'est la vis.

I am more concerned with him embarking his FD's and moving flat out to contest. It could be a typo, but even experienced players fumble this in the heat of the game.


So far? Excellent reports smitty0305! Thanks so much for sharing. On feedback, don't take it personally batreps are meant to spark discussion. As long as it remains civil it really adds t the report IMO.


yea I think I might of embarked my Fire dragons and turbo'd to his objective. Alternative to that would be to leave the Fire Dragons there, and turbo the serpent without the fire dragons. It wouldnt of changed anything, sometimes turbo rules get me during games :(.

This message was edited 1 time. Last update was at 2012/05/25 18:52:21


5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
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This is Brandon S form Game 4. Congrats on winning our game and doing well at the tourney but again i urge you to play faster.

You took a 42 minute long turn. This is not an exagerration i timed you it took so long, Luckily we were allowed to start 30 minutes early and its a good thing since if we had started on time we would not have finished the game. Your turns should take no longer than 10 minutes with this army.

In reality we played a 3 turn game (3,4,5) and it took over two hours. My turns took maybe 10-15 minutes at most.

My message is this PLAY FASTER. It is entirely my fault for getting bored and wanting the game to be over with and I'm sure in a non-wargaming environment you are a great guy but you were so slow and non-interactive of an opponent as to make the game unfun.

Also it really came down to one penetrating hit on my turn 5 on your wave serpent. I roll a 3, one of only 2 results that lets you win the game, but oh well thats why we play games with dice. Also i think your perspective on my strategy has you thinking the necrons vehicles are fast skimmers. Only the command barges are. everything else has to move 6 or less to fire so it becomes a slow crawl to the opponents side of the field. Also your storm guardians on your right flank should have died when they rammed that's on me for not catching it as well.

Anyways best of luck at wargamescon but they will be watching how often you don't finish your games.

This message was edited 2 times. Last update was at 2012/05/25 21:27:50


 
   
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Tilter at Windmills






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That turn 3 against the CSM was a bad gamble. You needed a more defensive play; exposed too much on long odds.

Necron mech is much slower than Eldar, and AV13 via quantum shielding, open-topped, is overall less durable than your vehicles, although it's immune to S6 until the shielding goes down. I don't disagree that it's better than Eldar, but that's because Eldar stuff is still overcosted, not because Necrons are broken, by any means. Those Triarch Stalkers are overpriced, too.

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Minus67 wrote:This is Brandon S form Game 4. Congrats on winning our game and doing well at the tourney but again i urge you to play faster.

You took a 42 minute long turn. This is not an exagerration i timed you it took so long, Luckily we were allowed to start 30 minutes early and its a good thing since if we had started on time we would not have finished the game. Your turns should take no longer than 10 minutes with this army.

In reality we played a 3 turn game (3,4,5) and it took over two hours. My turns took maybe 10-15 minutes at most.

My message is this PLAY FASTER. It is entirely my fault for getting bored and wanting the game to be over with and I'm sure in a non-wargaming environment you are a great guy but you were so slow and non-interactive of an opponent as to make the game unfun.

Also it really came down to one penetrating hit on my turn 5 on your wave serpent. I roll a 3, one of only 2 results that lets you win the game, but oh well thats why we play games with dice. Also i think your perspective on my strategy has you thinking the necrons vehicles are fast skimmers. Only the command barges are. everything else has to move 6 or less to fire so it becomes a slow crawl to the opponents side of the field. Also your storm guardians on your right flank should have died when they rammed that's on me for not catching it as well.

Anyways best of luck at wargamescon but they will be watching how often you don't finish your games.


My storm guardians moved 12". We resolved it as a str7 hit, and you rolled a 6 on the pen chart to destroy the vehicle. My Autarch also got out that turn. Later in the phase when my fire dragons turbo'd we played it that they were dead. I dont understand why we would play that correctly, and then not go back and fix the error if it was indeed an error.

As far as playing slow, when you confronted me about it I apologized to your face and told you it wasnt intentional. Id also like to add that I apologized EVEN tho we were ONE OF THE FIRST games in the hall to finish, and I went out on my lunch break atleast an hour early. Because I already apologized, Im not really sure why your bringing it up again as it didnt effect the game.

It was a great game, against a well designed army that was well painted, on a beautiful table. I enjoyed playing you, and this game will probably go down into my top 5 favorite games ever. If I did any thing else that bothered you, or that you would like to discuss, I would be more than happy to talk on a DakkaPM or Skype. As far as the comment about WarGamesCon, im not sure how that is intended. If you mean that you think I purposely slow play, then we can discuss about that further. Let me assure you, there are plenty of people on this board, and in your BOLS group who have played me. I encourage you to talk to John Cook/Chris Long/ or any of the Dallas players, because they can tell you that 95% of the time I finish my games quickly.

If you would like to add anything into the battle report Brandon , Your Tactics, Your Pre-Game Plan, Or a summary of the game and how it went I would love to add it to the battle report. If not then thats ok as well.








Automatically Appended Next Post:
Mannahnin wrote:That turn 3 against the CSM was a bad gamble. You needed a more defensive play; exposed too much on long odds.

Necron mech is much slower than Eldar, and AV13 via quantum shielding, open-topped, is overall less durable than your vehicles, although it's immune to S6 until the shielding goes down. I don't disagree that it's better than Eldar, but that's because Eldar stuff is still overcosted, not because Necrons are broken, by any means. Those Triarch Stalkers are overpriced, too.


As far as the CSM game, Ive played Brian's list so many times and covered every possible contingency. If I hadnt gone balls out turn 3, what exactly do you think I should have done? My fear is, that if I hadnt gone balls out turn 3, his chosen would have moved up, gotten out, and blown something up that would get lashed into a doom siren. I already had fire dragons and Defenders in the open, and both of those would have died the next turn. After those 3-4 things were gone, Turn 4 I could have responded, but then again I think if I had responded turn 4 or even 5 the outcome would have been the same. Ive been thinking about that game alot, and Ive basically come to the conclusion that my army bleeds kill points, and I have an in ability to deal with mass marine armies.

As far as the Necron army. No I dont think its overpowered when compared to GK and DE and the newer codex's. I think Quantum shielding is a little bit absurd, 11 armor13 vehicles is just bonkers. I also think that overlords are on the verge of OP. Monsterous Creature, with T5 2+3+ is broken. Compare the model to the sanginor or other 2+ characters, and when you compare the point cost to survivability, damage output, and mobiltiy from the command barge, its a strong if not overpowered unit.

I do stand by my statement, that I had no mathmatical advantage during that game.

This message was edited 2 times. Last update was at 2012/05/26 00:47:37


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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Yea command barges and pulses are a bit crazy. For me what makes those lords stupid is adding an orb. Now he is toughness 5, 2+ 3++ 4+++ saves. The odds of keeping him down or locked are stupid. Then the fact that CCB's ignore conventional rules. Can snipe units even in cc and hit rear armor with no cover is slowed. I think all necron lists need two of these or your just not playing competitive.

That said, I think you should have deployed to give every thing cover from terrain/other tanks and then used your mobility to your advantage. Maybe multiple rams on the ccb's until they are down then last turn objective shenanigans. He only moves 6" with the rest of his army if he wants any chance of shooting down your tanks. I liked the ramming idea but disliked reserving, it relied on your opponent being a nub and walking into a trap (queue admiral ac'bar . But hey you pulled a V out your arse so good job!

   
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Smitty0305 wrote: Ive been thinking about that game alot, and Ive basically come to the conclusion that my army bleeds kill points, and I have an in ability to deal with mass marine armies.


That's why I use those bulkier Dire Avenger units w/ Bladestorm in my Mechdar. Those units can be combined with Doom/Guide to wipe squads away. Obviously it wouldn't have helped in your CSM game since you were not able to effectively de-mech him.

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I really enjoy your batreps Smitty... You've got a lot of passion for the game and do quite well with an army that while isn't top tier is still strong in the hands of a capable general. I am looking forward to your next batrep.

: )

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hello. i am one of the local san antonio players/ alamo gamers, and i noticed on your game 4 you were playing on the "hoth" table. lol we made that to redo the battle for hoth awhile back. i wasnt able to attend the tourney but i was glad to see that board was still around. great battle reports btw, look forward to reading your game 5. i already read brians CSM report and that game 5 was EPIC!


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Congrats on the tourney so far. Not much you can do against CSM when the dice doesn't go your way.

With regards to AV13 necrons, I don't think it's nearly as bad a matchup as many would think, even though AV13 does exploit an eldar weakness much as deathwing exploits a pure grey knight weakness (lack of AP1/2 shooting and 3++ vs NFW). Though I'd say your opponent kind of beat himself in that one.

Looking forwards to the last battle.


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Tilter at Windmills






Manchester, NH

Smitty0305 wrote:
Mannahnin wrote:That turn 3 against the CSM was a bad gamble. You needed a more defensive play; exposed too much on long odds.


As far as the CSM game, Ive played Brian's list so many times and covered every possible contingency. If I hadnt gone balls out turn 3, what exactly do you think I should have done? My fear is, that if I hadnt gone balls out turn 3, his chosen would have moved up, gotten out, and blown something up that would get lashed into a doom siren. I already had fire dragons and Defenders in the open, and both of those would have died the next turn. After those 3-4 things were gone, Turn 4 I could have responded, but then again I think if I had responded turn 4 or even 5 the outcome would have been the same. Ive been thinking about that game alot, and Ive basically come to the conclusion that my army bleeds kill points, and I have an in ability to deal with mass marine armies.


Well, I think you started to put yourself in an awkward position by bunching too much in the center on turn 2. You let the threat of Outflanking Chosen bunch you up in the middle, to some extent negating your range/mobility advantage, as it let him move the rest of his army up the middle, knowing it'd still be reasonably close even if de-meched. Chosen Outflanking are (for the most part) a liability to the CSM player in a KP mission. They feed the opponent two KPs and usually only kill one thing. If they kill two it's due to lucky dice, but they still generally give up two to do it, so even if he managed it, you're probably staying even in KPs while not screwing yourself on table position.

Your better move would have been to spread out more, leaving the ends of your formation (the only things exposed to close-range Chosen/Rhino melta) being Wave Serpents which ignore the +2d6 from their side arc. Position to fire at the Rhinos on the ends of his formation from maximum range. As your math pointed out, you only expect around 4 damage results, which is most likely ~two rhinos destroyed, immobilized, or stunned. If you just focused on those two at the front corners of his formation, odds are good to stop the two closest, leaving his other rhino squads struggling for range. Leave your longer range shooting for last, of course, so it can hit the next-closest vehicles afterwards if your early stuff manages to stop the two closest. Even with what happened- stopping only 1, you'd have still left half or more of his Rhino-mounted squads with no target in range. Spreading out more like this would make it harder for all his Rhino squads to have reached any target, and would have reduced the percentage of the Defilers doing anything. All bunched up like you were it must have been very hard for them to miss.

On turn 3, with you having bunched and him having gotten some hot dice and hurt you, your best bet was to retreat out of range, and focus on the closest available KPs; like his Chosen Rhino squad on the left. That's why he popped smoke on it, because he knew they were your best available target, giving you 2 KPs on offer which you could kill while retreating and opening up the range. Doing stuff like moving Fire Dragons forward to pop a Dreadnought was just silly; even if you kill the Dread (which isn't guaranteed), you've guaranteed the death of the FDs. Best case scenario for you on that move is a 1/1 swap, which doesn't help you at all. It may actually make things worse for you, because it may give him free movement (assault, possibly with help of Lash if needed) for that dismounted CSM squad to move + assault + consolidate toward your stuff. You needed moves which, even if lower percentage of return, could gain you KPs while not exposing yourself to near-guaranteed equal or better KPs for him. Just looking at the units you listed off and their targets, it looked clear to me that the expected return on those moves was a net loss or wash on KPs, which is not a winning move for you playing from behind. If you were worried about Lash, you could certainly have focused some fire on the princes while pulling back.

I do think you're right that taking Shuriken Cannons over Scatters hurts you in this fight; I know you're taking certain other units that cost you the points, but swapping even one squad of Defenders for a cheap unit of Dire Avengers would free up those points; it's so cheap. May be worth considering in future games/tournaments. I'll link you a bat rep from Flavius_Infernus, who brought a somewhat-similar (he used cheap DAs rather than guardians, and built in substantially more S6 shots) Eldar army to several tournaments in the last year. There's a game against CSM from The Conflict GT I'm thinking of where he just trounced the poor CSM player thanks to weight of fire and greater range/mobility.

Here it is: http://www.dakkadakka.com/dakkaforum/posts/list/340795.page#2344801
It's an objective game, and I think his opponent's list isn't as good as Brian's, but I think it's still illustrative.

Smitty0305 wrote:
Mannahnin wrote:Necron mech is much slower than Eldar, and AV13 via quantum shielding, open-topped, is overall less durable than your vehicles, although it's immune to S6 until the shielding goes down. I don't disagree that it's better than Eldar, but that's because Eldar stuff is still overcosted, not because Necrons are broken, by any means. Those Triarch Stalkers are overpriced, too.


As far as the Necron army. No I dont think its overpowered when compared to GK and DE and the newer codex's. I think Quantum shielding is a little bit absurd, 11 armor13 vehicles is just bonkers. I also think that overlords are on the verge of OP. Monsterous Creature, with T5 2+3+ is broken. Compare the model to the sanginor or other 2+ characters, and when you compare the point cost to survivability, damage output, and mobiltiy from the command barge, its a strong if not overpowered unit.

I do stand by my statement, that I had no mathmatical advantage during that game.


I'm not saying you did; I'm contesting what I read in the report as repeated assertions by you that the Necrons do absolutely everything better, have no disadvantages, that the game is stupid, and that you had no possible way to win that game or kill their vehicles. Which were obviously not correct statements. It was an uphill battle, sure, but far from a guaranteed loss, and with fire dragons + the option of ramming you could indeed kill their vehicles. With the FDs obviously you lose the squad after they kill one vehicle, but if it's an important vehicle, that's worth the trade. And AP1 + Open-Topped targets make the kill near-guaranteed if they get inside 6".

I agree that tooled-up overlords are frighteningly good and durable. They have their downsides, though. Low number of attacks and relatively poor WS means they can get tarpitted very easily, for one, once the barge gets popped.

This message was edited 1 time. Last update was at 2012/05/26 16:14:37


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More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
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Ireland

Eldar suffer from being a very early 4th ed codex when a lot of things didn't exist. Ramming being one of them. Without the FAQ Banshee masks don't work either.

I play eldar, I have since 2nd ed and right now, they're full of stupid. This is coming from a guy who voluntarily plays with Tau and Sisters.

...Christ, I really want an army with a 5th ed codex... I wonder what that's like

This message was edited 1 time. Last update was at 2012/05/28 08:50:58


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Eldar are challenging to use nowadays. That's one of the things that makes this batrep series so cool and novel. Just like how everyone was so impressed with Reecius' performance at Adepticon with his footdar.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
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Thanks for the reports! Any chance of hosting the pics on dakka?

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Dallas Texas

Welp Guys heres game 5, hope you enjoy the finale of the last Alamo Grand tournament in 5th Edition!

Game 5

Spoiler:


After my surprising win during round 4, my entire psyche was given a spark of hope, as I realize that I am in contention for a top spot in the tournament. Months of Planning, practice, painting, math comparisons ect ect. It all flashes before my eyes, and I want it to pay off.

I get back from lunch, and I get paired against Colby's Imperial Guard on Table 2, Tied for 4th General. If I win this game I have a chance to leapfrog into the top 3.

Table 1 - CSM vs. GK
Table 2 - Eldar vs. IG.
Table 3 - GK vs Black Templars.
Table 4 - GK vs GK

Colby's Imperial Guard List

CCS/Frag Grenades.
Company commander, Plasma Pistol, Power Fist, Refractor Field.
Vetern With Standard, 2x Melta, Flamer
Chimera

Guardsman Marbo

Storm Troopers X5, 2x Melta Guns
Chimera
Storm Troopers X5, 2x Melta Guns
Chimera

Platoon Command Squad
Platoon Commander, guardman x3 flamers, 1x melta gun.
Chimera, Multi Laser/Flamer

Infantry Squad, Autocannon team
Infantry Squad, Autocannon Team
Special Weapons Squad, 2x melta, 1x flamer
Special Weapons Squad, 2x MElta, Flamer
Special Weapons Squad, 2x Melta, flamer
Heavy Weapons, 3x Missile Launchers
Heavy Weapons, 3x Missile Launchers

Veteran Squad, 2x plasma, 1x melta
Chimera
Veteran Squad, 2x Plasma, 1x melta
Chimera

DevilDog
DevilDog
3x Sentinels, 3x Lascannon

Manticore

Mission: Seize Ground 5
Deployment: DoW
Secondary: You pick 4 Units. You get 1 point for every unit you kill.

Colby Wins the roll off for objectives, and puts 3 on his side of the board and I put 2 on mine. They are really spread out.

I win the roll off for Deployment. I choose to go first.

My Side of the Board


My Opponents side of the Board



Eldar Pregame

I won the roll off to go first, and I take it.

I have the option of going second, reserving, and having a huge advantage for late turn objective grabbing.

Honestly, I feel like I can muscle this imperial guard list off the table. I feel like if I go after him hard, I can put the heat on him early, keep him in his backfield, and win the game.
I also go first, because there are 3 objectives on 1 side of the table. I want the side of the table with 3 objectives, because it forces my opponent to push upfield, and loose.

My plan here is simple. Get the heavy weapons/Sentinels off the field with fire. I will get the DevilDogs off the field with FireDragons. After talking with Colby I realize that the storm troopers and marbo can all DS. Marbo has some blast template that is anti tank, and the stormtroopers have meltas. My plan here is to just deal with these guys as they come in, they will get 1 turn and after that I can whipe them with guardians pretty easily.

Eldar Deployment

I deploy Autarch with StormGuardians at mid field. I do this for a couple reasons.
1) Make my opponent stay back.
2) Capture the mid field cover.
3) Turn 1 I can move up and absolutly smack a chimera. My Opponent will have an Autarch and a squad to deal with in his backfield, while the rest of my army (Fire Dragons and Walkers) will have a BETTER chance of getting upfield. With my opponent on the back foot, he will never be able to re-gain the advantage, and I will win the game.



Imperial Guard Deployment

He Deploys his entire platoon as 1 unit in the center of the board. (GW FAQ'd that a platoon is one unit. Yea ok lol).

He has his Platoon command Squad with 2x Meltas close to my Autarchs wave serpant.

Imperial Guard roll to Seize, and ....................



Imperial Guard Turn 1

Storm Troopers and Marbo are Deep Striking.
I thought I herd my opponent say his sentinels were out flanking, he then brings them on the board edge to my right. I tell my Colby that I herd him say hes out flanking, and that he brought them in to get extra shots because he seized. Colby tells me that I mis-herd him.

(Now Im probably wrong and just heard him wrong, but this puts me on high alert. I dont take this personally, I just realize that this is going to be a close game, and I need to play it as such).

Sentinels come in right.
1 Autocannon and 1 Missile team comes in right.
1 Missile Team Left.
1 Devil left.
1 Devil Right
Manticore comes in far back left corner.
Sentinels come in right.
Everything else he has comes in the middle.

He unloads his entire army, and Although my wave serpant pilot manoveurs valiantly the serpant goes down.
The Autarch and his squad are pinned, but they dont loose a man.





Eldar 1

Sometimes I hate 40k. I really cant believe my opponent Seized, I put myself in an 84% advantage, and I still get screwed. FML FML FML FML FML FML

Im going to ignore the manticore, from what Ive seen its a really hit or miss tank and I doubt its going to do anything (especially when its 3 moves away from an objecitve).
I boost a fire dragon up the left flank.
I boost 2 fire dragons up the right flank.
I bring 2 Prisms and Walkers in on the Right, My Walkers and prisms get cover.
I bring everything else in on middle right, to play my 3 objectives and his 2.

I shoot my army into the Spotlighted Chimera on my left, and I send it sky high, Killing a few inside.





Imperial Guard 2

Marbo Comes in, he goes in the building to my right close to my serpant.
1 Storm Trooper Squad comes in, and goes behind a fire dragon serpent.
A Couple of his tanks move up on the left flank.
A hellhound moves up my right flank.

At this point his longrange shooting consists of 6 missiles, 3 of which are out of position, and 3 lascannons, and a couple Multi Lasers.

He opens up with his storm Troopers, and through cover saves my wave serpant is destroyed. Fire Dragons pass pinning.
Marbo shoots at my Fire prism, Stunning it.
Rest of His army whiffs, or doesnt really do anything important.

Eldar 2

We are on turn 2, and its been like an hour. I go over to the judges and tell them that Colby and I arnt going to finish our game. I ask that when they want us to end, that they make sure that him and I get equal rounds. They agree and for the rest of the round they keep tabs on our game (Really impressed with the Alamo judges).

Farseer casts guide on Walkers.
Autarch and his squad move towards the storm troopers right.
Fire Dragons move towards Devil Dog left.
Fire Dragon on foot move towards devil dog right.
Fire Dragons still in their tank move to tank shock the 2 Heavy Weapons teams. I measure (because I believe you can pre measure tank shocking). I measure 15" will get me into range of both heavy weapons teams. My opponents autocannons pass, but his Missiles fail and run off the board. Colby picks up his models, and then a couple seconds later measures and tells me that my tank wasnt in range to tank shock, and puts the heavy weapons back. I tell him I measured, and that he saw me measure. I can measure my move, and then choose not to move (this is in the rulebook), so I dont understand how my tank shock wasnt in range. We are low on time so I let him put the missiles back, but at this point I consider RuleHammer a GO.

My War walkers lay into the Sentinels, and Blow up 1, weapon destroy and stun another.
Fire Dragons Right move and blow up a devildog.
Fire Dragons left move and blow up the other devildog.

Shooting from Wave Serpants see Marbo Eat it.
Shooting from Autarch, and resulting charge sees 4 stormtroopers die. They pass.
Shooting the middle sees a Guard Squad fail morale and run away and get picked up off the board.






Overall pretty decent turn. I blew up 2 tanks, 2 sentinels, I have a wave serpant in his backfield, I made a squad run away, killed marbo and storm troopers.

Imperial Guard 3

StormTroopers come in on my right behind a serpent.

He moves 2 Chimeras up my right flank.
He shoots a manticore into a fire prism, and it hits dead on and takes my fire prism out.
He shoots storm troopers into my defender serpent and immobolizes it, Defenders Pile out.
Storm Guardians whipe the storm trooper.
He shoots into fire dragons left and whipes them.
Fire Dragons right go to ground and I beleive have 3 remaining.

Eldar 3

I have 3 tanks taken out. I have 6 Left.
Defenders are suck on my backfield, and need to move towards middle close objective.
Storm guardians need to move left.
Farseer and his squad can fill in wherever.
Autarch and his squad need to Hunker down and hold the middle.

He's making a push towards my left. I need to stall this move or Im in trouble. I can contest back right, but back middle is going to be hard.

Farseer casts guide on War Walkers.

Defender Guardians lay into Storm Trooprs, and Take out 4. They fail morale and run with 1 left.
War Walkers slam missiles into a chimera on my left, and blow it sky high, pinning the squad inside.
I shoot at other stuff, killing guardsman here and there, picking off heavy weapons teams.





IG 4

Manticore Lays into storm guardian serpent left, and destroy it. Storms pile out.
His army shoots a crap load of shots into my Autarch squad in the middle. I go to ground and loose like 5 and pass morale still holding the objective.
He moves up a chimera, and gets out a squad to shoot more, and he moves alot of guardsman up the ruin in the center making a play on the center objective, and triple stacking it so I cant blast him off.
He moves up the left objective with his last Chimera with 5 guys inside.
He shoots into Fire Dragon Serpent far back right, and immobolizes it.

Eldar 4

I have 1 objective my side center secured with defender guardians in cover.
Far left is going to be secured with Storms.
Right middle is going to be contested with Autarch/Farseer and his unit.
Back Right is Contested with Farseer/Fire Dragons.
Opponents middle is held with alot of guardsman, that is lost.

Fire Dragons get out, and move to blast sentinels off the board for a +1.
Farseer and defenders move to blast Guardsman on my right. (Autocannon team is dead, guardsman are left).
Everything else moves to get shots.

Fire Dragons blast the Sentinels off the board.
Eldar Missile Launchers shoot guided into a squad of 10 guardsman on my left, whiping the squad.
Shooting see's the last mobile chimera left destroyed.
Defender Guardians shoot into the guardsman back right, and due to some cover BS and going to ground he only looses a few.




Imperial Gaurd 5

Judges come over, this is our last turn.
Guardsman move left, they arnt in range of objective.
Guardsman move middle, they arnt close.
He Shoots his last manticore shot into my defender guardians and farseer, gets a hit and he whipes the unit.
He moves a tank on back right objective.
He shoots into Autarch's unit to no avail.
He shoots into back left storm guardians, causing enough for a morale check.

If I fail my storm guardian morale check and they go off the board, I might be in some trouble.
I roll and I pass

Eldar 5

Last Turn.

Storms move left objective, Taking it.
Defenders are on middle, Taking it.
Farseer moves on middle, Contesting.
Fire Dragons are on back right, Contesting.
He Has middle.

Eldar are winning 2-1.

I shoot my War Walkers into a Chimera, Killing it giving me +3 Points. 2 Chimeras are dead, and Sentinels are dead.
Fire Prism moves to get a lucky shot at the Manticore giving me +4 points total. I hit, but I fail to penetrate.









Eldar with Objectives 2-1, And Getting 3/4 Points for Units I need to Kill

Game 5 Summary

Colby just had an aweful aweful imperial guard list. His longrange shooting consisted of a manticore/6 missiles/3 lascanon sentinels/multiLasers. That isnt enough long range shooting. His StormTroopers and Marbo are a cool unit, but all they managed to do was destroy and immobolize a wave serpent, and then they got smacked by my entire army. One thing Colby strugged with was wasted unit syndrome. He had alot of units, that just werent engaged in the fight. If he had moved all his chimeras together, and moved as a single army, he would of done alot of damage, but he kept like 5 Chimeras in his backfield doing nothing.

The Fact that he seized on me was just dumb. He got to alpha strike on my army twice, which is just aweful on my part. As an Eldar army, I cant believe I let mech imperial Guard alpha strike on me twice, but thats what a 16% risk lets me have it, so in that regard I got out played hard.

One good thing about the game, is that I was able to get the side with 3 Objectives. He made a push for the left objectives, and I was able to stop that advance and pull off my own right hook.

Ignoring the manticore really bit me. Alot of times manticores do jack, but this game his manticore destroyed 2 tanks, and took out an entire squad. That was a thorn in my side.

The game was alot of fun, really intense. If my opponent had made my Storms Fall back, I would of been forced to shoot him off the middle. It wouldnt of been a big deal, but if he had made another unit fall back I would of been in trouble. Honestly tho, I was never in a position to loose this game, as I was able to do alot of damage.

Im always surprised how easily guard units go down. Guardsman drop really easily, and getting side shots on Chimeras is a joke, and those go down really fast as well, and every time I blow a chimera up I kill like half the guys inside and they get pinned. BS3 Is also horrible. Imperial guard is just a really gimped army without vandettas and blob squads.

Fun Game, but I was never close to loosing.

I get 19/20

Overall I get 83/100 Battle Points.

Alamo Tournament Summary

After talking to other people, I realize that Im very high in terms of battle points. I tied with Brian, who lost on table 1. Grey Knights are going to win best general, but besides that its up in the air.
I talk to a few people and they think that Im in contention for top 3 overall. With my BattlePoints/Decent sports/Decent paint, I could mabe get top 2 or best overall.

The awards get dished out, and to my amazement I get tied for 2nd Best General with Brian, and due to strength of schedule, Brian gets 2nd General and I get 3rd.

Third Best General goes to Eldar

Hours of planning/List building/Painting/And Practice has finally lead to a top finish, and Im overly excited and proud of my armies performance. I worked really hard, and I was able to pull of a great feat with a very underated army.


http://www.alamogt40k.com/results.php

I really enoyed the Alamo GT. The people I met there and got to see again were great to see. The Staff of Alamo was great, and I really enjoyed the Event!

Thanks for reading all 5 games, and make sure to stay tuned for the Railhead Rumble, and WarGamesCon!


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.



 
   
Made in us
Frightening Flamer of Tzeentch





Well done Smitty !!

: )

Do not fear 
   
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Rotting Sorcerer of Nurgle






Jacksonville, NC

Gj smitty

Check out my P&M Blog!
Check out my YouTube channel, Heretic Wargaming USA: https://www.youtube.com/channel/UCLiPUI3zwSxPiHzWjFQKcNA
Latest Tourney results:
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Syracuse, NY

Nice job, although I might not qualify an Imperial Guard list as horrible when it makes it into the top 8 competitors. I also might not qualify Manticores as terrible or say getting seized on is stupid.

Also, you cannot pre-measure a tank shock - unlike normal movement. It even states on page 68 that "...you may attempt a Tank Shock instead of moving normally." It then describes exactly how you move for a Tank Shock - pivot, declare distance, drive. As soon as you measure your tanks movement, you are opting to move normally and cannot Tank Shock (or Ram for that matter).

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Badass "Sister Sin"






Camas, WA

Yeah, thanks for the final report. Agree with c2ts on the tank shock though.


Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Twisted Trueborn with Blaster





Well done sir. Great tactical acumen, paired with a beautifull army... A win in my books!


 
   
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Perfect Shot Dark Angels Predator Pilot






Just wanted to drop in and say awesome post smitty. I thoroughly enjoy your battle reports and this is like the holy grail.
I miss the council on their marble bikes though!
   
Made in us
Longtime Dakkanaut






Dallas Texas

-666- wrote:Well done Smitty !!

: )


ty, glad ur following the reports!

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.



 
   
Made in us
Fixture of Dakka





San Jose, CA

Congrats on the tourney. You represented the space fairies well.



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 us
Longtime Dakkanaut






Dallas Texas

Zid wrote:Gj smitty


thanks


Automatically Appended Next Post:
calypso2ts wrote:Nice job, although I might not qualify an Imperial Guard list as horrible when it makes it into the top 8 competitors. I also might not qualify Manticores as terrible or say getting seized on is stupid.

Also, you cannot pre-measure a tank shock - unlike normal movement. It even states on page 68 that "...you may attempt a Tank Shock instead of moving normally." It then describes exactly how you move for a Tank Shock - pivot, declare distance, drive. As soon as you measure your tanks movement, you are opting to move normally and cannot Tank Shock (or Ram for that matter).


About the imperial guard list being good or bad, in my opinion from what Ive read about guard (pretty extensive) and from what ive played against, this was an easier IG list. IMO it was an easier guard list because it lacked long range shooting, but against other MEQ armies that arnt eldar this list might be amazing, but in my opinion the lack of ranged shooting really benefited me.

Manticores - they are hit and miss, and this time the manticore was on fire. I dont think the manticore is a bad unit, I just think it isnt reliable.

I didnt pre-measure my tank shock, I measured my movement, and then I chose to take back that move (which the rulebook allows) and declare a tank shock instead of doing my normal move (which you quoted for me).


Automatically Appended Next Post:
Iago wrote:Well done sir. Great tactical acumen, paired with a beautifull army... A win in my books!


thanks


Automatically Appended Next Post:
racta wrote:Just wanted to drop in and say awesome post smitty. I thoroughly enjoy your battle reports and this is like the holy grail.
I miss the council on their marble bikes though!


Yea I still have the bikes, but GK's really make them hard to use with mindstrike missiles and grenades.

Might bring them to wargamescon.


Automatically Appended Next Post:
jy2 wrote:Congrats on the tourney. You represented the space fairies well.



I try lol

This message was edited 4 times. Last update was at 2012/05/30 15:38:10


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.



 
   
Made in us
Sneaky Sniper Drone





Great battle reports. Your tenacity when it comes to this massive project is inspiring. Keep up the good work.

That business with the tank-shocking is a little shady though. Even if your opponent did slip in a couple of less-than-honest moves himself. It was my understanding that you either declare a tank shock, or a move. Disallowing a player from measuring a move then declaring a tankshock.

I feel as if that would be the equivalent of measuring the "movement" of an unit to determine the range from its target to fire a weapon.
   
 
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